- Uzii -

- Uzii -

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

Not, it would be too long and the chances of me missing a file are high. I strongly recommend you use [i]mine[/i] as the base and put other people's on top of it.

1,334 Replies 3,501,178 Views

Carbon, thats spot on. I did try to get into one ability, but Passive abilities don't seem to like being activated once, then disabled with one 'ability'. I spent 2 days on figuring out how to do it, and finally got it down to this. It works, and I know it doesn't look at pretty as one ability, it does the job I wanted. Oh, and they aren't really buttons Lutje, more like icons to let you know whats going on ;) I still need to hear from anyone who has experienced the loading screen bug,

1,334 Replies 3,501,178 Views

[quote]2. Also when making a mod its best to create a separate folder where you keep ONLY the files you have changed. For example I have a sub-folder "Changed Files" and in it the same directory structure ("GameInfo", "Mesh", "Textures" etc.) as in the mod folder. There I keep the files I edit or create, which is especially useful when you need to keep track of hundreds of alterations. Admittedly this is not necessary if you will change one or two files, but even in such cases it helps when you

8 Replies 2,642 Views

What? I think you misread. Ok; [U]GameInfo, Window, Mesh, String[/U] If 1 file changed, Then [i]all[/i] files need to be present. (never changed) [U]Textures[/U] If 1 file changed, Then [i]only[/i] that file needs to be present. (since 1.03) (pre-1.03, same as GameInfo) [u]All folders[/u] If 0 files changed, Then folder doesn't need to be present. At least thats my understanding of it :S

10 Replies 7,527 Views

Ok, here we go: This will answer the Graveyard imbalance: I will remove 1.3 and add a new research at level 5 so you cannot instantly capture the Derelicts. This should stop the imbalance and give everyone a breather before you suck them up. I will also increase the Cooldown and Antimatter cost of the ability. Now, to the responses: [b]@ Auggie12[/b] They are included in both. No pirate ships. If pirates had found this area, they would have cleaned it out long ago.<

1,334 Replies 3,501,178 Views

Well, before 1.03 you could. 1.03 only gave us the ability to only have the changed textures in the Textures folder, rather than the whole folder which was a whopping 1.07Gb. If you edit only the files in the GameInfo folder, then thats the only folder you need, and it has been that way since the tools were released. You edit a mesh, the whole folder has to go in.

10 Replies 7,527 Views

[quote]then I suggest simply copying ONLY the files you changed to the "GameInfo" folder of your mod. There is no need to copy yht entire GameInfo folder from the "Reference Data", that will just make your mod take longer to load since all your .entity files will be in text form instead of binary.[/quote] Unless something has changed recently, you still need all 800-odd GameInfo files in there, you can't just have the ones you changed. This only works for the Textures folder. The unused

8 Replies 2,642 Views

1. Not sure, but I have heard from another that after trying he came to the conclusion it can't be done, at least not with the current Mod tools. 2. I can say first hand, that this can't be done without the Final Tools, as I tried to do this, and after hours of making 200% sure everything was right, it still didn't show up. I ended up making one of the blocks bigger and adding a new line, which you can see in Sins Plus.

2 Replies 3,306 Views

The directory is hidden I believe, make sure you have 'Show All Files and Folders' on. Are you using Vista or XP? Edit: Sorry, I'm off for the night, I hope someone else can help you, if the above doesn't ;)

1,334 Replies 3,501,178 Views

1. It is being worked on at the moment, but with the current tools it is nion impossible. 2. Maybe, but I think that may require modeling. Someone else may be able to answer that question better, but I believe you have to create some kind of point on the model from where a weapon can fire.

3 Replies 4,240 Views

[b]@ bandw2[/b] Those are better. I will keep note of some of them, you seem to have put a lot of thought into it. I'm not too sure about the inescapable sector, as fun as it may be, it could always be positioned randomly and cut you off from your star, or in a bottleneck, and that wouldn't be fun. [b]@ alexander013[/b] Not a bad idea, whether it would make it as a new planet is to be seen, but its a damn good idea for a texture. I haven't textured a Gas Giant yet, and am quite

1,334 Replies 3,501,178 Views

[quote]do you relised the kind of advnced computer, and engine calibration needed to thrust the plane to urn while flying and puch it side ways, and cause it to fly off target, and the amount of thruster fuel needed to control sutch and act, woudl require? the engines would not be off they would would be redirected to the thrusters giving it the ability to turn and it woul;d still need forward thrust ballanced by, side and front thrust to keep it going at the required speed and angle. and then

25 Replies 15,293 Views

Very weird, because even if you put a blank folder in the Mod's directory, it should appear as a mod. You didn't create the mods directory did you? And which OS are you using, that would help. (XP is my area, Vista is not) Also: [quote]\Local\Settings\[/quote] should be [B]\Local Settings\[/B]

15 Replies 10,757 Views

I totally agree with you, but I don't [i]think[/i] its possible at the moment. When I first played Sins, this is what I expected, but was shocked when I just ended up with a neutral planet, instead of one controlled by myself.

5 Replies 4,976 Views

[quote] theres no way i can find (other than messing around with the files themselves and combining this, but i dont want to mess the whole files up entirely) a way to combine the files to make both work accordingly...[/quote] Oh, should have said that to begin with. You will have to, if they use the same file. [quote]These are the ones you need to merge manually, but once again, preferably starting with my files as a base, then putting his changes on top. I use 'Compare It!' for things

1,334 Replies 3,501,178 Views

I haven't "modified" any research files. I have also included a list of all the files I have changed so merging would be easier. You basically need to start with mine as a base, then move everything over from the Real Capital ships mod onto mine. Do this be selecting all the files and moving them into the relevant Sins Plus sub folder. Now, click replace on all the files except the files I have listed. Once you have done this, you will be left with the files that I [I]and[/I] he have changed. Th

1,334 Replies 3,501,178 Views

My literation is pretty poor, POS what? Could you elaborate. If you have everything where it should be, then you shouldn't have any problems. Post screens of [i]anything[/i] you think is remotely important please.

1,334 Replies 3,501,178 Views

That would have been better in the [link="https://forums.sinsofasolarempire.com/159037"]Official thread[/link] don't you think?

1 Replies 2,181 Views

[quote]2 much halo fan....u can do that but then u'll need 2 change EVERYTHING even the 3 races2 much work and not realistic (and thre are alot of non halo fans here like me)[/quote] Excuse me? Ring worlds are in many games, not just Halo. It was popularised by Halo, but not invented by it. And realistic? This is a Sci-Fi game, there is not a lot more I can say...

1,334 Replies 3,501,178 Views

Ok, I think some people have missed a lot of what has been said before. So this will also go on the First Post. [U]I cannot model[/U]. I don't have the programs to, nor the time to at the moment. It is something I will get into, and as mentioned somewhere before, a Ring World will probably be the first thing I try, as it should be pretty easy to do. Now, responses: [b]@ SliderFury[/b] I haven't seen any official time peroid until its done, so I will release 1.3 regardless, and updat

1,334 Replies 3,501,178 Views

Basically, you will be creating a refinery which will belong to the Pirates or Militia. They shouldn't be able to use it, so it won't effect them. However, you will be giving it the Passive ability to be 'Capturable', and this should allow it to be captured like the neutral asteroids. You will be adding it through the GalaxyScenarioDef (GSD) file, and not the planet files themselves, as I don't think you can do it that way. It will have exactly the same effect, just you will be editing one big f

4 Replies 3,809 Views