My friend and I played a mod I made that doubled all starbase limits. We lost many capital ships. Four in a grav well the size of a planet would be more than carnage. Need a new word for it. Like super-ultra-spatical-epic-apocalypse.
skipe
Ya, the Devloper is for 1.01, and the way they do the files screws it up. For now I just changed my user.settings to TRUE for show errors. I can't place stuff, but at least I can get my mods to not crash now.
Everytime I run the program (which I got working after getting two missing system files), and resize a mesh, it comes out real small, 1KB. Is there something else I am missing that I need but doesn't crash the program? I got the VB6 run time files just in case too. I am also assuming that something is supposed to appear in the black box, but alas nothing does. I am running 64-bit Vista. EDIT: Nevermind, I found the problem. Has to use txt format, reference mesh were not
Thanks, I'll try it ouy soon. Just had to hunt for the missing system files. *sigh* Just had to get vista....
Do you have a mod activated? That is the only problem with the map maker I ran into not working. Since the map generator uses the galaxy file RandomTemplate. If you have a mod with its own galaxy folder and maps, but don't include that one, then it won't show. Manifests and all.
How do you make a planet bigger and smaller? I know how to change gravity wells. I have seen mods with various sized planets, but I am wondering how. I am guessing it has to do with the textures being applied to a 3D model of a sphere. So how do I get bigger and smaller spheres (and then get a texture wrapped around it)? Also, do the textures have to be bigger too (I can edit DDS files, and simply just get a slightly blurly large picture)?
Ya, but with a large number, if you get the request, it means go eat and sleep. Or you end up like ->[e digicons]:dur:[/e]
Not sure if anyone has mentioned or saw, but now Galaxy Forge allows intersolar connections, instead of having to enter them manually.
Nevermind, I figured it out after browsing other people's problems. This manifest is going to take a little while to get used to.
You could mod the time between requests. timeBetweenQuests 180 In the gameplay file. You could increase that to an ungodly amount and just hope you don't take that long. Though I cannot say if the first quest is time or encounter based (or both, since I never get a quest until I 'encounter' an AI).
I did it a long time ago, but I am having trouble now (Entrenchment v1.01 so you know). The Developer tells me: GalaxyScenarioDef Error: Invalid EntityDefName(PlanetSpacePony) found for 'SpacePony'. ...when loading mod, yes I am adding a planet Space Pony, for a friend and I, we love to harbor candy mountain refugees... and: GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'SpacePony' -> EntityDefName:'PlanetSpacePony'.
There are missing files I think in the reference data. Not just the strong culture. When I select all the files in older reference data and the main SINS gameinfo i get 896. The new reference data contains 885.
Well, I have solved my own prolem, sort of. After meanding through the post about the new data, someone had simialr problems, they used the GameInfo from the folder (binary files) and then replaced the binary with their changed text version. Works. If I run into a problem again, I should know which file is giving me prolems. Edit: Uh, just wondering. I think I know now. When selecting all the files in both I get. From stock: 896 files. From Forge: 886 fi
This is not making sense to me. What changed for mods? I had no problem with 1.05. Now, it crashes all the time, even with as I said before, using s 'mod' that was noithing but unaltered GameInfo data from the Forge Tools 3. I have not changed any values, anything! I also sometimes get: Assert @ c:\gs\main\CodeSource\GS/Entity/EntityPool.cpp(187) newEntity != NULL and: Assert @ c:\gs\main\CodeSource\GS/Galaxy/Galaxy.cpp(380) <br /
Assert @ c:\gs\main\CodeSource\Engine/DataStructures/DynamicVector.h(172) i >= 0 This was generated from the Developer app of SINS 1.15. I was just loading an unmodified set of the GameInfo from the Forge Tools 3 (and adding the RESEARCHSUBJECT_ARTIFACT_STRONGCULTURE since it is left out). I was trying to make a mod that I used for previous version, but just editing the same things I did before jsut with the new data. It does not work. &nbs
Where are the pictures for the research icons found?
Kitkun: What Aractain said. Ah, ok. Thanks.
Normal is obvious, but what are the other two. How do they act, do they work right now, how do you put them into a game? I have been trying to add them, mostly to see how they behave, but I am beginning to wonder if they even exist at the moment. Does anyone know anything about this?