- Uzii -

- Uzii -

Joined Member # 2770905
8 Posts 800 Replies 1,318 Reputation

[b]@ Asiriya[/b] Mmm... that would be novel as Asteroid don't have cores. I won't be too difficult to do, but what unique and interesting traits would they have? I will start to cut down on the number of new planets after 1.3, as they are becoming more and more similar to ones already existing. I will instead improve and expand on existing ones. I tried adding a similar thing to the pods that colony frigates send down when they take over a planet, but that only seems to work when ta

1,334 Replies 3,503,246 Views

You can't play two mods at the same time. You will have to merge them both into one mod. Merging can be difficult and time consuming. My mod has the Files that have been [I]changed[/I] in a list, which is quite short as most of my files are [I]new[/I]. You will need to see the author of Real Capital Ships and get him to write a similar list for you. Conflicting files will need to be merged manually, which is easiest with a file comparer, I use a free program called 'Compare It!'. Good

1,334 Replies 3,503,246 Views

[b]@ Auggie[/b] Hey thats no problem, I think I will down it to 60% trade bonus for 1.3. To your online question; You just need to have exactly the same mod checksum, which if you both install it correctly, you should have. There will be a new ability only given to Colony ships which will allow the capture of these derelict ships. This is for two reasons, one being gameplay, the other being realism. 1. Colony ships are expensive for what they can do in combat (pretty

1,334 Replies 3,503,246 Views

I'm sure you've added the 5 or so major mods that are always on the front page on the Modding section, but just in case, here's the [link="https://forums.sinsofasolarempire.com/301574/"]Sins Plus[/link] thread.

2 Replies 4,938 Views

Just to throw in another idea, you could play around with Abilities. I can't suggest much more than that, as I search for what I need when I need it. But there is quite a selection of Ability/Buff effects to choose from, maybe one could achieve what you need, as these can be activated by research. Good luck, and sorry I can't be of more help.

6 Replies 5,206 Views

[quote]That's really odd. My toxic and ocean planets both said they needed the toxic tech, but the ocean tech actually allowed colonization. I'm hoping that's something the devs can fix.[/quote]Exactly the 'symptoms' I experienced. I, very stupidly, released Sins Plus without full testing, and this was the problem. Hence 1.0 is rarely mentioned here ;) [quote]This is the only thing I have been able do also. I got 4 blocks to be enabled without crashing, but the 4th block didn't show up.

1,334 Replies 3,503,246 Views

Sins Plus 1.3 is a way off yet. ETA 2 weeks, maybe less, maybe more, but definitely not worth waiting for. It 'should' be easy to merge, and should only take a maximum of an hour really, not many files need to be merged, just added. Very nice looking defences, good to see the AI will be a challenge. Keep it up :D

258 Replies 124,414 Views

[b]@ Sabre[/b] These ships will be abandoned by the TEC. I was thinking of a background for it, and have come up with this: The TEC have been at war with the Vasari for some time now, I think it was 10 years in the Lore, and over that time, improvements would have been made to the ships, whereas others would have become obsolete. Dismantling these ships would be expensive, and why waste explosives when you can just leave them to drift? So they would dump these old and battered models ou

1,334 Replies 3,503,246 Views

[quote]I don't want to get into modding! The only thing I'm good at is getting a mod into a game. Making them is like me giving a caveman a chemistry test and saying "Hey finish this in 30 minutes." I just can't do it. 50% of time it doesn't work, other 50% the game fails to load then I have to use the backup files. I try again still it fails. [/quote] If you can't follow a basic tutorial provided by the devs, and you have that attitude towards learning, then quite frankly I you are bey

27 Replies 31,334 Views

Well, I'm sorry to say; you got me stumped, and thats a first for anyone having problems with my mod. I really don't know where you've gone wrong. I just checked my Folders, all correct, except Textures, I have 35, but I don't think that would cause any problems. I can suggest the usually BS that everyone says, uninstall the entire game, then reinstall, etc... but I don't think it'll work. I notice you have your folders in another language, and I'm sure once again, that this won't affe

1,334 Replies 3,503,246 Views

[b]@ gamerking345[/b] Yes. But it can be complicated and I won't advise it if you don't have a good understanding of how mods work. However, you are in luck, there are a few guides dotted about the forum on how to 'Merge Mods'. Use the search function, search for that, and you should find some info. Which mods are you trying to merge? Some can be easy to merge, other, simply cannot be done if they use the same files in certain ways.

1,334 Replies 3,503,246 Views

[b]@ Sabre[/b] Perhaps.... But at the moment I'm a little preoccupied with 1.3, and retexturing isn't on my 'todo' list. I am going to probably stick to my original thoughts and use the other planet textures slightly altered. I like the idea of an Asteroid Base, like the Pirate Base, as mentioned earlier by DroneFragger, but at present I really can't do this. Try texturing for me if you have a vivid image of what you'd like to see, or, if texturing is not a viable option, try some concept ar

1,334 Replies 3,503,246 Views

[b]@ SliderFury[/b] No, I don't think thats doable through modding. It must have been in 1.03, but I can't confirm that as I haven't played much with 1.03. [b]@ sdfsdsdf[/b] You've installed it wrong. Make sure you do everything in the Readme, although, there isn't much that can be done wrong now. Can you post some screenshots of your mod folder, with address bar visible, and another inside the Sins Plus folder. Thank you.

1,334 Replies 3,503,246 Views

[quote]If this is the case, it might be better just to add a powerful "Naval Base" planet bonus to the mix, and do away with the separate planet type entirely.[/quote]Lol, do you have an idea of how long winded that would be?;) 'Abilities', which give the most interesting Bonuses, as shown in 1.2, can only be always given to a Planet, or not at all, there is no 'Random' factor that seems to work. I've tried using the '[B]OnChance[/B]' trigger type in the Buff file, but this would mean that; <br/

1,334 Replies 3,503,246 Views

[b]@ Munqaxus[/b] Yes, the Broken Planet is currently beyond my skills, but the Swamp Planet is due for 1.3, with an Ability, albeit a basic one. And believe me, I am trying to be careful about adding too many, I know exactly what you mean when you say that. I want every planet to be distinct, rather than another copy of a previous one. ;) I understand your point about the Naval Base, but could you add a suggestion to what it should look like? Or better yet, texture one for

1,334 Replies 3,503,246 Views

It is Hidden. Use the Folder Options to make it visible, and if you don't know how to do that, Google it.

1 Replies 3,146 Views

I'd thought I'd post back, as I have accomplished what I was trying so hard to do earlier. Quick recap; I was aimed to get a Passive Ability to fire off its Buff once, and only once, and here is what I've discovered: One [color="#98FB98"]Passive[/color] ability cannot do this, you will need two. Basically, one which is your One Shot Buff, which will fire off as soon as the game is started. The other is your disabler. So you have your first Ability set up and ready to go, but it stays on

14 Replies 10,513 Views

[b]@ xxx_diresaint_xxx & Kurrick[/b] Thanks, always good to hear. [b]@ amishmonster[/b] Could you elaborate a bit more? Being honest, I haven't really played 1.03 very much, and so am quite unfamiliar with it. Could you jot down a quick list of Planets you feel unbalanced, and which way they should be improved? Eg: Urban Planet: Decrease in Trade Bonus. Increase in Civilians Slots. Decrease Tactical Slots. etc... Possibly by how much you feel is right too, eg: By 50%, By 4,

1,334 Replies 3,503,246 Views

Ha, your in luck, as on the off chance I have recently toyed with a few sound files already in-game, and they failed to show, but after some playing around I got them to work. Ok, here is what you need, and this will be brief as you seem to know what you're doing (if you need more info, get back to me): - Firstly, and most importantly, you need to define the new files. You may have noticed that the sound references before did not have .OGG after them, but just their name. This is becaus

2 Replies 3,766 Views

Not being funny, but all the time you have wasted with this thread could have been used [i]searching[/i] yourself. There is a decent Search function on this forum, connected to Google, there is also a 'Downloads' section. And if you are going to say you have searched high and low, in and out of the Downloads section, then there is an extremely good chance there isn't one. Answer; Download the Modding tutorials, also available in the Downloads section, and get into it.

27 Replies 31,334 Views