- AI is pretty limited with what we can do, but I think you can set priorities on what to build, etc. - Yes, its all in the String folder, in the only file there, english.str. Use Ctrl+F in notepad and type in one of the Vanilla names and that will jump you down to where they are, then edit away ;)
- Uzii -
30% it is then, for all 3 effects. Thank you all for the feedback.
You 'could' do it, but there would be only one way of making it appear once in every system, and thats with the Galaxy editor. So a stand alone mod is out of the question. You would just have to put it around a planet, and then have some ability that could capture it. I could write a basic tutorial, but it will be tomorrow as I'm off to bed now (GMT yanks ;)). Best thing I can suggest is to work on getting it always present around a planet by editing the GalaxyScenarioDef file, and then playing
When you look at the two file with the Text Comparer, you will see what I mean. The way they are set up in a file is very different. Per level increases is one thing that isn't in the Frigate files, and there are a few more. Also the order of their stats are completely different. Please get the above mentioned comparer and merger, it [i]will[/i] save your time, and ours ;) Did you get it working or not? You didn't say :d
[quote]AttackType "CAPITALSHIP" [/quote] Need I say more? I strongly advise getting a text comparer, I use a free one called 'Compare It!'. With this you can view files next to each other and see exactly what is different where. I suggest comparing your new frigate, to a Vanilla frigate of similar type/stats and making sure things like this are the same in both. I successfully got around the crash-causing bug whereby if Militia had Capital ships, the game could randomly crash when
[quote]True, but that is a damn big request. I'm sure if someone wanted to do it, it would already be in the works.[/quote] Took the words out of my mouth. I'll be brutally honest, requests are rarely met, full stop. Only the very simple mods, ie. changing one thing for a person who is computer illiterate, are done. I don't mean to sound like an asshole, but thats just how it is ;)
I believe he is working on it. Best to wait, as merging can be complex if you are unfamiliar with modding.
If you want help, you're going to have to be a bit more specific. What files exactly have you changed, which lines, to what? If you want to make them like the Vasari weapons, find them and copy and alter.
[b]@ Asiriya[/b] An interesting point on how to 'make' a Black Hole, and that might by doable, but the abilities wouldn't be too extreme. Like Sabre says, it would mess up larger maps where you have to enter the Star's gravity. [b]@ Thomas Fife[/b] Its easily doable, in fact all you need to do is edit the planet files slightly. However, this would be heavily altering the game mechanics which isn't what Sins Plus aims to do. Also, I have had a couple of requests to put in more 'U
Well, the Colonise files are different to weapon techs. It would be advisable to start with a Vanilla file of the same type (Vanilla: Unaltered game, no mods, original), and change what you need from that. You changed the positions of the research right? Where it says about Block position and Line, etc, you changed those numbers to where your research will appear? Also, the problem above originates from the Player file. Make sure, and it will be best to re-do it very carefully from the
Use [link="http://imageshack.us/"]Imageshack[/link]. I can't quite visualise what you are seeing. You changed the 'Count' number in the Player files right? You put them in the same line as the Sins Plus research? So you copied my research files and edited them? Make sure they are all correct, and compare them to vanilla files that are similar to what you are doing, eg, weapons damage, etc...
What files have you 'added'? They probably conflict with some in my mod, have you used the 'Changed File List' included with my mod? Edit: I can't view that screenshot, "This content is currently unavailable"
Yes, I was going to have one of them reduce hull and shields slowly, and the Blue ones sounds best. I could do something similar to a Black Hole, but I won't be able to model one, it would just be a star that looked different. If anyone can model a Black Hole, then go for it ;) Also, the stars will only effect, and [i]can[/i] only effect their own Gravity Well, no ability I have seen causes system-wide effects.
The one tutorial I've done, and probably the most linked to. This comes up quite often, as you can tell by what I said in the linked thread ;) Glad to help Edit: Well, there you go, we [i]all[/i] learned something from this thread :D
[link="https://forums.sinsofasolarempire.com/301777"]Reply Number 5[/link] I think you'll find very helpful.
New stars is a possibility. But there are only a few that would be significantly different from the ones in Vanilla. A Dead Star sounds good, but how would it be shown? A black texture, with no heat effect, and some strange ability? A Double Star is not really possible, as it would require modeling, quite a bit of it too. I was going to changed the abilities for each Star colour though, so they are slightly different from one another. Future Plans? Well, there are a very select few new
[b]@ Auggie[/b] I'm not sure how maps are transferred, but it would be a lot easier if you just tried it yourself, and see what happened. If you have problems, then get back to me. I can guess and hypothesise, but only trying it will give you a definitive answer. [b]@ Exo[/b] Duly noted. What would you suggest for the balance? 40%, or 30% perhaps? Or even less? I haven't had a good game in a long time, so any feedback would be welcome.
[b]@ Auggie[/b] I would strongly recommend one person changes it, and the other gets that exact file off him. This would avoid any desyncs that may occur. I'm going to start on the Planet textures today, so maybe tonight (GMT, for all you yanks ;)) I will post a few shots. I might also throw in some shots of the derelict frigates that may also appear in the Graveyards. [b]@ Cassig[/b] I think with these mod tools, it simply can't be done.
Not sure about constraints for Stars, there are very few available to be used. And so far I don't think, unless there is an ability that does something similar, you can effect multiple planets with one buff. The only way I could even see this being done would be the Culture method, but you would have to 'control' the star to do it. So effectively you would have to make the weapon's ability take control of the star and then boost culture by a huge percent. But like Jon9 said, with the current mod
[quote]If you want your mod to stand out, make it visually different from everything else.[/quote] Amen to that. At the moment we have a good wide range of mods; balancing, enhancing, adding, altering, textures and graphics. But hey, who am I to say what to do, good luck with it, and any help, just post ;)
[b]@ Auggie[/b] No. That is out of the scope for Sins Plus, and moving into altering gameplay significantly. I'm not even sure it could be done, as the number of 'Constraints' for abilities are very few. I was just thinking about making the derelict ships have their shields offline to begin with so it takes some time to get them into a combat-ready state. [b]@ IsotheWise[/b] This has come up before: [quote]5. I have tried a quick and nasty game with the new planets, [B]and i
It is immediate, but you must be very close, the ability has a small recharge time, and costs a fair amount of Anti-Matter. I think its possible to put a delay in, but with all of the above it would just be too much. I'm looking into disabling their shields before capture too, but I'm still working on that. Edit: Tools? Well, I have been using Notepad++, Photoshop CS2, and recently 'Compare It!', a free file comparer.
[quote]You need an acidic planet like Venus.[/quote] Too similar to Toxic I'm afraid. A Radiated planet may make an appearance in 1.4, but like I said, new planets are going to become a lot less frequent, and will only be included if they are dissimilar from the others.
I won't write a tutorial for you for no.3, I'll leave that for Annatar ;) But I can point you towards the Window folder, and the .BRUSHES files. Scan through them and get accustom to how they work. Each file lists all the locations and dimensions of certain images in-game. Buttons, Pictures, Logos, and I'd imagine the Player Portraits. They will have a texture file's name, and then 4 numbers. The first 2 number refer to the position in pixels of the top left corner of the icon/picture i
Woah, I think this is a 'ZOMG' moment... Quadruple post :LOL: