- Uzii -

- Uzii -

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

Ha, thats good to hear. I recommend trying my most recent mod: [link="https://forums.sinsofasolarempire.com/301574"]Sins Plus[/link] It has all the Bonuses in this mod, plus another 36, as well as a further 8 Planets. This mod has now been discontinued and has been removed from the 'Downloads' page of this Website, and as a result is no longer supported by myself. I strongly advise trying the above mentioned mod.

40 Replies 81,880 Views

I'm not sure there is such a file. You could go into each research of the race in question, and make the ones you want cost nothing, and have 0 build time. There might be a way, but I don't know it. Also, I think no one answered your first question, and this may sound a bit harsh, is because writing a tutorial like that is quite demanding. We can give you file names or references of what to look for, but it would be you who found them and worked out how to get the results you want. I'l

5 Replies 4,077 Views

This popped up earlier: [quote][quote]Can we merge bailknight_graphicmod with sins plus???Because i realy want to use both of them![/quote] Just download them both , install the Sins plus mod then extract JUST the particles and mesh folder from the bailknights graphic mod over to sins plus mod folder.[/quote] I haven't tried this, but I think it works.

1,334 Replies 3,503,809 Views

[quote]I was thinking of compiling such a list myself so I know all the tools I have to make new abilities...That sort of list would be great on a sins editing wiki.. and I think one is out there too.[/quote] I hate to tell you this now, but if you download NotePad++, you can open multiple documents at the same time, and use the Find function, then click, 'Search all open documents'. Takes a couple of seconds, but it will list ever match in a separate window. So, to see all the possible

14 Replies 10,526 Views

Lol. Exactly what I've tried. Buff triggering [i]one[/i] Buff. But it just seems to reapply the Ability again, straight away. I've even left it with no finish condition but I think due to it being Passive, it just keeps firing off the Ability regardless. Tomorrow I'm going to have a play around with Delays, see if I can make any difference to it. And failing that, I'll have to look into the ships themselves, perhaps copy them and change the abilities of the second type so that they sta

14 Replies 10,526 Views

Dam, you beat me to my edit :d Well, it did, and I changed it to 1, and 1 only. I think it was some Missile ability, and it was 20. Edit: Oh, and I basically want to make the ships dead in space, or remove their owner.

14 Replies 10,526 Views

Ha, great minds think alike eh? I did try this, the reference is 'Finite', but it didn't seem to work. I think, because it is Passive, it just reapplied it again. I've seen 'OnReapply:KeepOldBuff' but that also seemed to do nothing. The idea is for it to be applied to all ships present (militia) and- Just had an idea, I'll post back in a bit

14 Replies 10,526 Views

[quote]The ability file can only call one buff, so to add more you need to call buffs from other buffs, so on so forth.[/quote] Yes, thats true. It gets very complex then, as I'm finding out. I have a question while we're on this subject; Can a Passive ability be altered to fire off its Buff 'once'? I am trying to apply a Buff to ships [I]starting[/I] in a gravity well, then remove the ability so that it doesn't effect anything else that enters that sector. Or is there anything

14 Replies 10,526 Views

Very interesting how this has come up now. I am experimenting with Buffs and Abilities, and although this isn't exactly what I have been doing, I can help. It is true what Annatar says, all but one thing: [quote]You can make passive abilities, but they would have to occupy the ability slots.[/quote] I don't know the ins and outs of your Buff/Ability but you can define a Buff to trigger another Buff. So although the Ability would have to be there, it could trigger more than one B

14 Replies 10,526 Views

Thats, err... quite a request. You may be under the false impression that modeling is quick and easy, texturing is quick and easy, assigning weapons and effects is quick and easy. I've got some bad news, they're not. I'd guess that 95% of people on here who can model and texture effectively will be using it to enhance their own game, or working on a mod to release. You might get lucky, but I wouldn't keep you hopes up. Sorry to come across harsh and to the point, but its quite

2 Replies 3,206 Views

[quote]For established modders such as Uzii, you get your own rank too. [/quote] I'm in! :P :D Seriously though, a good idea. Last week I was out of the proverbial loop for over a day because the forums just refused to load. And I'd just updated to 1.2b and wasn't even sure if the new links had showed up, very frustrating.

9 Replies 6,895 Views

Yep, all of the above got it. It took me hours to finally get a simple Passive ability onto a planet, and even then, when the planet is not controlled, the Ability is applied to everyone. Planets are very strange to work with when trying to use them as 'units', I'd stay clear of it, at least until the Final Tools are released, it will suck your time away and yield nothing, as it has done with me. (:(

5 Replies 3,791 Views

"Make" them? I was under the impression that as long as your research had a prerequisite then they would be connected automatically. If you want to make more, or change existing ones, it is a very long process, and one that ideally you have to work mostly out yourself. I can write a very rough guide, and it will be [I]rough[/I] (ie. no files names, just folders and what to look for).

5 Replies 5,092 Views

There no real easy way for me to explain how to do it, other than get some sort of file comparer, and merge each 2 files of the same name together.

1,334 Replies 3,503,809 Views

Yeh, you can merge without my permission ;) If you want to release it, then thats OK too. I'm sure you'll give credit, especially after all that ho-har in that other thread ;) :D Damn that got blown out of proportion. I notice that author has another out, feel free to merge that one as well if you need to. Good luck, and any problems I'll do my best. Oh, and don't forget the 'Changed Files' list I have included with my mod, I knew it would come in handy somewhere, to s

1,334 Replies 3,503,809 Views

The easiest way to test a texture is to [i]temporarily[/i] replace one of the texture from my mod, with yours. Just name it the same, and take out the original so you can put it back in later. Actually putting in a new planet takes a lot more, and if you are just previewing it, I would stick to the above mentioned method. And thanks for the positive comments ;)

1,334 Replies 3,503,809 Views

Right, I just tried it, and you are correct. This looks to have been put in for 1.03 because I am 100% sure that this didn't occur before. And I also have no idea how to fix it. They must have done it for balance, or something :NOTSURE:

7 Replies 2,627 Views

Well, I can say for absolutely sure that this doesn't occur with the other planets. I've seen the same planet type next to each other with a different number of Resources 'roids. However, if you have only been testing with Home planets then that is probably where the problem lies. It would be unfair if one Home started with 6, when another starts with 3.

7 Replies 2,627 Views

[b]@ Deckard[/b] Sorry man, thats not possible at the moment. It is a very good idea, but until we get the Final Mods tools we can't even attempt this. [b]@ gtnroguespear[/b] Strange. Did you use [link="https://forums.sinsofasolarempire.com/304538"]this[/link] file to put them in? I am not accustomed to the Galaxy Forge so I am of little help. Make sure all the obvious things are right; 1.2b of Sins Plus, and 1.03 of Sins. I can't offer you more help than that I'm afra

1,334 Replies 3,503,809 Views

Very nice work man, I'll post a link to this if its Ok on my mods thread, I've had a few questions concerning this. Once again, great job :CONGRAT:

71 Replies 239,441 Views

Yep, I totally agree, one step at a time. I have done all I can to aid merging my mod with another, now if every author did a list like this of [i][u][b]changed[/b][/u][/i] files, it would be a lot easier to do. The problem is, most mods alter, rather than add, so their list would be massive.

1,334 Replies 3,503,809 Views

[b]@ RJs68Olds[/b] I like that idea, but you answered it 'spot on' yourself. It would have to be done in the Galaxy Forge, or possibly the in-game map maker. At the moment I don't think there is a way to weight planet positions and Phase lanes just through the planet file. A good thought though, nonetheless.

1,334 Replies 3,503,809 Views

Good to see another fan in the ranks ;) Yeh, it is a nice idea, that was one thing that Sins lacked; Super High Tech weapons. Planet/Sun destroyers are always good, possibly disabled for Multiplayer, but against the AI, what more fun is there to be had than totally wasting an entire system :D

5 Replies 2,285 Views