Yeah. Hopefully a mod manager will be possible. Programatically speaking, it would take something that could load the entire base values (or with things like textures and meshes make sure that they exits) and know what it all means, be able the compare the mods for changes against the base and each other for conflicts (one of the promissed features of 1.03 will help out with this piece a lot), then be able to write the new mod into the mod directory. Now after writing the English.str editor,
Bink Sayres
[quote]i check the forum often and didnt know about the 5 day wait. i think u guys are right when you say its too long for a game which will be as heavily modded as sins. guess its back to my usual obvlion/SC/total war tactic of scrolling the forums everyday. ah well im prepared to make that sacrifice.....oh and great job on the new mods UZII.[/quote] If all you're doing to trolling for mods, we do have a consolidated index of both major and general mods being run and updated by 1Spart
Adding in more lvls of exploration is as simple as adding in additional population lvls...or any of the other planetary upgrade for that matter. The engine deals with the exploration percentage just like squadron percentages. Now, how to lock them until you research a particular tech...good luck. Again, the variables might already be there just not shown, or it may be just like my idea. In that respect, I wish us both luck. :)
Here's a thought for you Uzii, and this goes back to your other mod. Would it be possible to trigger planetary abilities with a bonus? Reasoning: The bonuses we are currently seeing only affect the stats of the planet. To effect the gravwell and anything inside of it requires the planet to have an ability. Those are not hard to make, but the idea being you get a certain bonus causes the planet's ability to come online, like say...Lunar Explosion (-2 Civ slots, -100 planet health, -
IMHO and just like Uzii has already pointed out, there really isn't a need for the downloads section for those very reasons that have already been pointed out. Our mod growth is just too massive to have to wait upwards of 5 days for a mod or update to hit. I understand the need for it, but it's too long of a wait for our needs out here. The downloads section would either need an overhaul and/or a dedicated team to monitor that section. I personally don't see either of these things happening
here it goes
Sounds like a planetary ability to crystalize the shield if there is one by upping it's defense. Research required. New shield effect.
Again, that's also saying that the debris life isn't altered to stay for a very long time. Could you imagine an ingoing battle with ships dying right and left and their debris remains constant? Very cool work BTW.
Maybe what we should do as opposed to crying over our lack of a PS3 when we got a PSOne, is play with what we got, learn what we can do with it, and ask for what we can't. I do agree that we are limited in our abilities out here. I want my Antimatter to be limited and delivered to my caps by a new type of cargo ship. I want in system jumps. There's a black spot on my map. I should be able to jump to it and build some kind of a starbase. Some of these might be possible with what we have, bu
Ok. I'll see if I can't get it into something a bit more post worthy after work. should be up tonight.
Well, here it goes. Like I said. This is a barebones, hardly working version of the program. This thing does require .net Framework v 2.0 or later to run. What you can do with this version: - open an existing *.str text file (all language files use that extention modified only by the actual name of the language it is for) - save a loaded file to disk - edit the IDS and its associated values as plain text (only error checking so far is duplicate IDs) - add new strings - d
Apparently you haven't read all the posts yet. You might wanna try [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176875"]Here[/link] or [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=177207"]Here[/link]. A quick summary, you're looking at a binary file. straight from the game. To really be productive, you need the text version of the files available in the "beta-ish" mod tools. With that, go out, explore and if you're still having problems, come on back
Thanks for the responce. Not happy about it, but at least it's a responce(ugh)
It's not that we're ignoring you. For me, I'm not sure and was trying to figure it out. I think it might be an AI thing that we cannot touch yet. Anyone else wanna clarify?
I think Dai just hit on your next big Planetary Bonuses there. Nice work, BTW. You're just all over the place. So what's next? A whole UI change? :)
It sounds like you already cracked open the RESEARCHSUBJECT_MAXSHIPSLOTS{Whatever].entity files, and that you've messed with these lines (As taken from TECH0): researchModifier modifierType "ShipMaxSlots" baseValue 100.000000 perLevelValue 150.000000 If you add something like that to a different research file, it should add that effect. Just remember to up the count on the researchFloatModifiers since you're dealing with Floating Point numbers. Just for
...All I can do is sit here and hope you're kidding...
[quote] I am also slightly frustrated that you can't individually change the chance of separate bonuses[/quote] Yeah. In a play test with this sucker I upped the chance to 90%, and over half of the worlds were War Torn. Made for a very interesting play test to say the least. Hear us DEVs...We want the option. :)
Yeah. I think this is probably the most common problem with modding Sins. Honestly, I don't understand why the choice was made to put it there as opposed to a MOD directory in the application folder. Any DEVs wanna shed some light on this question?
...Sorry. Double post.
From what you said, I assume you're opening the .entity files from your actual Game Info folder in your Sins install. Those files are converted to binary to speed up load time. A TXT editor isn't going to be able to read them correctly. To mod this game, you need to download the Forge Toolset. I highly recommend that you read the enclosed PDF as it explains quite a bit about how it all works. The file can be found in this thread: https://forums.sinsofasolarempire.com/?forumid=443&a
Thanks for the cred. Too bad there isn't a better way to specify the chance for a bonus other than in the .galaxy file or the forge tool. Like an option in the GalaxyScenarioDef.galaxyScenarioDef file where you could define different verions of the same sets with higher and lower chances. Dunno if this would help, but we had a discussion like this during beta. Here's the thread for your reference and to see if you can glean anything else out of it. https://forums.sinsofasol
In honesty, you don't need to use the binary converter for the mod to run. The whole purpose of it is to improve loading time. As for having the Mod show up in your game's list, here's some pitfalls that I've seen that may help you: If you modify or add any file(s) in a folder (Game Info, Mesh, etc), you must copy the entire folder to your Mod's directory. Ex: Your mod named "Super Kol" has only one change, the Kol cap ship has more Armor. Since you modified the Kol's file
Looked at a side by side comparison of the two Factories, and the only difference of conciquence (AKA: not hit points, build time, cost, etc.) is this line: planetModuleRoleType "FRIGATEFACTORY" (or "CAPITALSHIPFACTORY") I tried searching in the other files to see if these are defined anywhere, but again no dice.
...very frustrating problem that... :(