NOTE: These are not gameplay changes! Being able to Pick starting locations OR the features "IsHomePlanet" and "Owner" working correctly so that custom made maps have players start with the "Owned (Owner)" Planet (IsHomePlanet). Remember this seeing what the community wants between [b][u][size="3"]small updates[/size][/u][/b]. [i][u]If you really want to change something major/drastic in the game, look into modding it in.[/i][/u]
zolop
Being able to pick the Start Location on Multiplayer Maps OR allow players to start with there Homeworld, as designated by the Galaxy Map.
Definately... I don't want to restart the game multiple times to play with my friends because they start with the wrong homeworld. This should be in the next update...
Is there any way to Assign starting positions for players on a map. I looked through the PDF manual and could not find it. I looked through the Galaxy Forge Reference thread and could not find it either. Basically I made a Map with Galaxy Forge and want to make sure both allied Empires start near each other, not in 2 separate star systems. In galaxy Forge they have assigned planets but they still sometimes start in different locations. Is there something I need to select when I host
Thanks for the info. Other companies would have left us in the Dark.
While you can move ships using the Y axis to put them above planets, you canno place the structures in the same way. While I was thinking about it the other day and I've come up with a easy way to place objects on the Y with the AI. This examples uses a Gauss cannon Object to be placed near a other vital logistic object. Known locations that do not change Location of Planets will always be (0,0,0)(X,Y,Z) X= Radius Location, North side, West Side, East Side or
If ordered from Stardock/Total Gaming Network. Note Replace G with the letter of the drive you installed the game on. Also if installed in a custom directory look in "Sins of a Solar Empire" Folder. G:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\Manual.pdf If you Digitally downloaded it from another service, either check in the "Sins of a Solar Empire" Folder or use the search feature of this forum.
I don't know if this has been answered already but.. If anyone needs to get their serial from Stardock Central to play online, with Ironclad online service, do these steps. -Start "Stardock Central". -Click on the "Games tab" along the right part of the GUI (Graphical User Interface). -Right click Sins of a Solar Empire and select "Register Products" -Make sure your email address is correct, as this information will Send ALL KEYS and -SERIALS to the email account.
Please, Please developers don't lose this post or put a sticky with the relevant tools to used to mod for this game in another formatted sticky. Losing the information discussed here would be bad....
EvilleJedi, Its good to have your knowledge around in this board. If you need any texture assistance, I would learn how to do that as I have the Adobe CS 3, that includes photoshop, the ones that I bought when going to school. I am interested in getting in the gaming industry and would start anywhere that I could learn modding.
[quote]We'll get the Forge Tools for modding pretty much everything as part of the Day0 bonus pack thing. Until then, nobody really knows how easy it'll be [/quote] Day 0 bonus Pack? Did I miss something?
Maya PLE does not export to any formats that Softimage XSI can use. another FYI Maybe a plugin could solve this, but alas I am not knowledgeable at all in that area.
This tool Softimage Mod Tool, CAN export to OBJ. FYI :) This tool using Crosswalk Untility can Import and export to MAYA and MAX. I don't know if it can import to the MAya PLE version, but just a heads up. Also can Export SMD and VMF. For some reason, I could only install this software in the default location.
[quote] tristangoodes btw, xsi doesn't cost thousands, it is 500 haha [/quote] Do you mean a Student Version from .. http://www.journeyed.com/department.asp?NAV=0101&SKW=DPanimation It isn't listed on the website, does Softimage XSI even have a educational version? These is and its less than $200! http://www.softimage.com/education/educationalpricing.aspx http://www.softimage.com/education/price_student.aspx
[quote] Thanks for the link to Mod Tool. It seems to be like Softimage XSI's free version for modders. Like GMax was for 3dsmax. This will be a big help. I am assuming it will export xsi format. I have yet to test it. Most important, it will apply shaders properly to models to make them ready for Forge Tool import. [/quote] [quote] I'd like to speak up for the .obj format myself. Thanks for the heads up on Softimage th
Bad news for MAYA PLE. It doesn't export to OBJ only PLE. If there were some kind of plugins for it it could work, but I think the PLE version doesn't allow plugins? I am not a professional modeller, so I do not know what to look for in MAya, for plugins.
[quote] ...I somehow doubt the antanae on the front of the Kol would rotate. I think they are just emitters, more like a Nod Obelisk of Light than actual long laser cannons. [/quote] I can go with that explaination.
A graphical option is the best solution to this problem.
I am downloading Maya PLE, I'll tell you guys by tomorrow morning. Also downloading Softimage XNA-Mod Tool
Correction the newest Mod Tool is made for Microsoft Game Creators XNA http://www.softimage.com/downloads/ http://www.softimage.com/products/modtool/ these are the 2 I found.
[quote] We developed Sins using Softimage XSI so most definately yes [/quote] So what version can be used? I know there is one specifically made for Half-Life Source, but I will it work for SoaSE? If so could you add the links? It would be appreciated by the mod community in any case...
CAn you impoirt Maya Personal Learning Edition/Softimage XSI models into this game, for adding in another Empire?
NP, I wish I played more the better much earlier, its just my life got really complicated between now and earlier.
I know that there are placeholders in this game. So I am not sure if they are going to animate the capital ships/TE Flak Frigate, turrets to rotate or not. Also the TEC Capital Battleship (The one with the 4 Lasers in front) does not always shoot straight while using its lasers, facing the target, is this just another placeholder? It kind of defeats the purpose of the TEC Capital Battlesship visually having those 4 lasers mounted on the front of it.
OPS. Sorry double posted