[quote]edit: i should prolly read before huh?[/quote] I'm glad you spotted your error before I read it, I would have had a field day joking with that! :d
- Uzii -
*Clears throat* You didn't answer Annatar's question. Best thing I can suggest, and to any new modder, is to change one thing, load and test. If successful; add another. If it fails; tweak and adjust and/or ask on the forum. You have changed a lot, and to just 'hope' it will work first time was very naive of you. I have done the Capital ship -> Frigate conversion you speak of, and had no problems. I use 'Compare It!' which is a free file comparer and merger, I strongly recomme
Right. I know how this can be done, but it isn't pretty. You will first have to either make a new structure exactly the same as the refinery, with it being capturable, or just edit the existing one. However, if you edit the existing ones it will be applied to them all, even the ones built by the player. I don't have time to write out a tutorial, but after Sins Plus 1.3 is released and working, I will happily write one for you. Can you wait a few days? If you can, have a good look at how
Good to hear :D I will add different effects to the Stars in 1.4, but making a new one isn't a priority at the moment. Possibly after 1.4, which is a long way off yet ;)
Ok..... I'm still confused as to what you need. When you made your mod, did you have all the GameInfo files in the mod folder? All 800-odd of them?
Never, NEVER, replace files in your main directory without backing them up. If you have messed something in the main directory, you need to either; find it, or reinstall the whole game.
[b]@ Serondal[/b] I'd be honoured if they used my planets, but the devs so far haven't posted in any of the major mod's threads. The may have an eye on us, but their input directed at specific mods has so far been non-existent. [b]@ Auggie12 & amishmonster[/b] I think, for this update I will keep the Paradise planet as it is. I may increase the Civilian Slots in the future depending on more feedback, but if it is too high, it will overpower it beyond what its worth. [b
So you aren't running any mods? You have 1.03 installed, and have made the map with the 1.03 compatible, if there is such a thing, GF? You haven't touched any of the game files? You haven't touched the map outside of GF? I am unfamiliar with the GF, but might it be possible that you have just built it wrong?
[quote]A couple of glitches I ran into in 1.03-- 1) The planet type for research seems to be bugged--the game seems to only allow one new type to be defined correctly. Add more and and all planets can be colonized with the first tech added, but the name will be wrong. 2) The player entity files indicate that extra tech blocks or fields can be added but it does not work in game. Bugged or not meant to be expanded? I'd like to add whole new research fields or at least add blocks onto the e
That guy is an artist, and so is Hoeus. I am very grateful they helped me. DiabloBlanco has also passed on some textures which will be included in 1.3, they are very nice too. And now, here's a little treat, a v1.3 screenshot mix. In these shots there is no glow/atmosphere on the planets, I added it after I took the shots, I forgot ;) Click for full size and scroll down. [link="http://img257.imageshack.us/img257/6241/13mixxa0.jpg"]Enjoy![/link]
[quote]and thank those that helped you achieve to where you're at now.[/quote] Thank you, and there have been quite a few who have helped, all of which can be found in the Readme. Its good to see comments like yours. 1.3 isn't far away now, all the planet textures are done and everything is beginning to fit together. Although, I made slight mistake on the Progress report, I still have a few icons to do, for the planets, so I'm not quite 100% done on them yet. I've also found a
The in-game one, it has a preview mode, and sometimes you start as a race ion the map with everything revealed.
Well, I'm going to agree with Uzii too.. oh wait... I do think though that what has been said about commenting out lines would be a very nice addition, although not imperative. The ability to read those Dump files is however, and would save all of us many hours, possibly days, searching for a typo. The Logs that can be enabled are, well, to say the least, basic, and only seem to highlight non-fatal errors. I have been through a couple and now don't get any, even when it dumps.
Wait, so you can colonise and attack ships in another Gravity Well just by moving to them? Wow :SURPRISED:
A hopefully idea, but I think the planets are in their own Gravity Well, so your ships will still be 'in' the first planet's Well when they reach the next planet. This will screw up Colonisation, Combat, and everything else. Good luck, but I wouldn't get your hopes up.
Soon. ;) How soon is unknown...
Just doing my Duty ;) Annatar has been my 'Guardian Angel of Modding' on here, so half of that thanks he deserves :D
If you really want to know: (Spoiler below, highlight to read) [color="#000000"]It has a Culture Bonus of 100%[/color] So, if you use that, along with either certain research topics, or just by itself, it can be very powerful.
[b]@ Overthrow[/b] Use 'Compare It!'. A free program that can compare [i]and[/i] merge files very easily. I strongly recommend it.
No. Not without the Final Mod tools anyway. And if you are attempting to remove phase lanes from the game, save yourself the bother, it can't be done at the moment.
[b]@ Kreyson[/b] Slightly unnecessary to quote the whole planet stats :d I like your reasoning, but I think the background behind it now is better; This is a place to relax, like tropical islands on Earth. Now, compare them with this Planet; If a Tropical resort was invaded, how well do you think they would hold up? This one thing justifies most of it, but also, why have huge bunkers and heavily fortified buildings in a holiday resort? The asteroids were intentional. No-one would wa
Disable? Can you elaborate please. So you can't see them? Or stop ships from using them? Or both? See distant planets? By view? or by exploration? We need more info.
Woohoo! Ok, I had little problem with my mod, as most of my files are 'added' not altered. But there would be 2 things I think we'd all like. 1. A list of all the files that have been altered for 1.04, so we don't have to arrange by modified, and then check if anything has changed in it (I noticed some files in 1.03 were modified, but had no changes whatsoever (a texture file, and a few .entity files)). 2. This probably will go against certain 'regulations' and I'll most likel
[B]First and foremost, this is all from memory, I'm not about to write down exact names and files for you, I have my own mod to worry about, this is more of a guideline.[/B] Right, I'm going to assume you know how to perform basic modding, because this would otherwise be a very, [i]very[/i] long tutorial. [HR]I'll write here a little 'key' as to what I refer to in this: [U][b]Count Number[/b][/U] Above every list in all the files in Sins there is a number of exactly ho
[b]@ Kreyson & SliderFury & Auggie12[/b] Steady on there, texture always take the longest, and I mean that in every aspect of the word. Should be available by Sunday or if you're all lucky, maybe Saturday. But yes, I had a day off work yesterday, and today, so progress should increase. [b]@ DANMAN[/b] I'll check them in a moment, expect a response soon. [b]@ amishmonster[/b] No, I happily welcome this kind of feedback. Ok, the actually asteroid count hasn't changed,