Bink Sayres

Bink Sayres

Joined Last seen Member # 2461243
1 Posts 125 Replies 174 Reputation

I have no idea what you're talking about there Red. I've modified both the Phase and the Psi files into a mod and loaded it. It worked just fine. Then again, I do the MOD way of doing things. I haven't messed with my Install's game info folder. Is is possible that you have a mod loaded so the engine doesn't ready your main Game Info folder?

5 Replies 5,848 Views

I'd say just make your tweaks as you see fit then release asking for constructive criticism. You're the painter. Just paint. :)

1 Replies 2,363 Views

There are two ways to make your cap ships lvl quicker. 1) Raise the XP values of each ship and building. Look for a line in the .entity files that looks like this: experiencePointsForDestroying 7.500000 2) Go into your Gameplay.constants file and look for the "CapitalShipData" section. BTW, I assume that this is where you can add in additional lvls to Cap Ships, but I haven't tested it yet. And since I'm on a helpful trip here's yours Red: Find

3 Replies 2,402 Views
Reply to Refineries in Sins Modding

Ambitious, and I wish you luck. However, I haven't found anything that dictates the range of the refinery ships. Found some other interesting things like where all those preset planet groups for the in game map creator are defined (GalaxyScenarioDef.galaxyScenarioDef). Lots of good stuff in the gameplay.constants file, but alas, no dice on the poor refinery ships. Maybe someone else will have better luck that I will.

5 Replies 3,830 Views

Hey, NP. What we're here for. The game was built from the ground up to be almost completly moddable. Probably one of the biggest pieces we were screaming about during the beta. :)

18 Replies 12,988 Views

Well, I'm not much of a project guy as I just like to tinker on my own little toys, I'm all about the research into accomplishing it. I agree here with Annatar, it's not just breaking the game, it's making it do more. :) So if you need help with just figuring out stuff, I'm an unafiliated general purpose code monkey. :)

272 Replies 259,571 Views

Right now, all we have are what's in the .entity files. We're waiting and hoping that the next release of the forge tools will have a better explanations of all the constants, including all the possible targeting filters.

2 Replies 3,361 Views

Kind of hard to help without knowing what the problem is. All I can do at this point is suggest that you start with only modding one piece at a time to see what it is that's breaking. Someone else can clarify this, but I kept the numbers out to 6 decimal places just in case the engine needed the float numeric type. See if those help you out.

29 Replies 19,906 Views
Reply to Refineries in Sins Modding

Posibilities Ron...posibilities. At this stage of the game, it's not about balance, it's about the posibilities. and that's a dang good question Terra...I'll tinker some after work and see what I come up with.

5 Replies 3,830 Views

Ok. Just to make sure there is no confusion, I'll break it down to Barney level. In order to make these changes you're talking about, you MUST download the file that is in the link above. You MUST download the file that is in the link above. YOU MUST DOWNLOAD THE FILE THAT IS IN THE LINK ABOVE. The files that are in the Game Info folder that is part of your SINS install have been converted to binary for faster load times, hence why you're only getting gobble-dee-gook in notepad.

18 Replies 12,988 Views

No. The gameplayconstants.entity file is only one step. You also have to find the research files and modify them. It's the same for Cap Ship max, but you don't have to modify the gameplayconstants.entity file for that one to hit. All three factions have two very similar resaerch tree file sets. One dealing with cap ships, the other dealing with fleet cap. These are the files you need to modify to get your higher caps to show up in game, and why even with the gameplayconstants.entity file s

29 Replies 19,906 Views

Well, not sure if this applies to everyone, but I think the term is "Power Trip." And yes, this includes myself. The mod that I've been building to learn how everything works has been a Super Powered TEC Faction outside of the base one. I understand the appeal of trainers, I just don't see the need for one in this game.

35 Replies 28,302 Views

One thing we all need to remember, the only ones who completly know how to mess with the engine like this are the devs. We've havent even had the mod tools for a week, so we're all still trying to figure out what is and isn't possible, and there is a lot(!)of stuff that is possible.

3 Replies 3,865 Views
Reply to Text files in Sins Modding

Oh goddy. A registry hack. Wonderful. :p I can perfectly understand why that perticular design choice was made, it does take an additional step for anyone who wishes to regionalize their mod. They would need to edit a copy of their language file to be in whatever language they're working on, then when they're done and satisfied, rename it. Lather, rinse, repeat for each language they want to add in. For the users, it would be seamless. Their game would just see the one it needs, if

6 Replies 6,237 Views

Why would you need a Trainer at all? Just mod it in or ask for a mod doing what you want. I'm sure there is any number of people here who would do it or at least help you to learn how to make one yourself. Let's see what I can come up with using the options you asked for: F1= Infinite Metal F2= Infinite Crystal - any number of ways to do these two. Modify the orbital structures to release more a second, create a map that starts you with an insane amount of all

35 Replies 28,302 Views

Well, let's see... A game with this massive a scale, a pre built community of dedicated modders who have just been given the final of the .entity files (myself included) and a working relationship with the devs, and spore has been pushed back another several months(!!!!!!!!)? Yeah...I'll be here for at least that long.

53 Replies 81,774 Views
Reply to Text files in Sins Modding

I'm sure this question will be asked for those who want ro regionalize their mod, but will there be the ability to have additional .str files for different languages? for example, I'll use Bel's situation. For him, is there a way to have a spanish.str file with his translations and be able to select the language in game, or will he have to edit his english.str file to have spanish as a mod instead?

6 Replies 6,237 Views

Here here for the ActionTypes and other such constants!! I'd personally rather have a complete PDF saying how it all works than the tools that do it for me. We can build those. :) And Binksy - that piece is explained in the PDF, but I'll still place it here. The IDS files you are talking about are not like the other entity files we all know and love. They are refering to a string tag that is in your english language file (which is plain txt and not binary). Inside you can modify

95 Replies 70,195 Views

Since this is the closest thing to a bonus discussion thread I've seen...maybe someone can clue me in. I know where the whole thing with the space ponies came from...but what the hell does it do in game?

6 Replies 6,525 Views

Another thought is to modify the number of exploration lvls so there is more chances for them. Example: maybe you want planet size to be a factor in this mod and it would obviously take more time and resources to fully explore a large Terran planet as it would an Asteriod. So the two choices are, modify the values of your stages so they cost more and take longer on the terran planet (or vice versa with the Asteroid), or add more stages to the terrn planets giving it more chances to get a bonus

6 Replies 6,525 Views

I haven't found a cap as to the number of squadrons you could code the hangar defences to sustain, but the defauld building stats really hurt it when you have more than the default 2. It really hurts with 5 or more. You can get around that by changing the build costs for the two types of squadrons or give the hangars more antimatter and a better charge time.

258 Replies 124,119 Views

Welcome to the modding arena. Leave you life at the door as once you get in and start understanding how this all works, you won't ever want to leave. NEways...you questions. I'm afraid that making unlimited building lvls is impossible. Every level for each of the planet upgrades require a specific block of code for it to implement. You could make the population go for 20 or so lvls if you want, but you would need to write the stats for each lvl. On top of that, you would have to do

6 Replies 5,850 Views

Wow. They poor guy maks a small mistake and he get's schooled. Wonder what happens when people start flaming... NEways, it's incredible the changes to the game you can make with just a few changes to the TXT files. Probably one of the best/worst parts of being part of the beta. All that extra time to see how the files work together...then having to relearn it when the next phase of the beta came out. You can probably guess how much of a relief it is to finally have a set format for the fil

17 Replies 8,793 Views