what does this have to do with modding
hydrocarbn
Gameplay.constants should be in GameInfo like everything else. Find the appropriate file for the planet/well (Planet*something*.entity) and adjust the following two values to your likng: moveAreaRadius 40000.000000 hyperspaceExitRadius 30000.000000
[quote who="DarkCloud" reply="25" id="2134704"]I'm doing an Honorverse Map and I want to increase flt supply and cap ship supply. I played around with increasing some of the values in the game info folder. It just locks up if i try to load it. Specificly the tec research for caps and flt supply. I did it like a mod that was done along time ago. The Capital War Mod. How do I do it or where can I find the info to do this? I read something along time ago, but can't find the thread.[/quote]
Yes, just apply a -1 (or whatever) antimatter drain on all shots using the Incendiary Shells buff as a template.
Normal Sins at first, specifically whatever's the latest version at release time.
Oh, gotcha, I didn't read the post through enough. In this case you need to make a caster and target buff, where the target calls back to the caster using FirstSpawnerNoLongerHasBuff/LastSpawnerNoLongerHasBuff to see if the buff has ended, as well as make the caster buff have a finish condition of EnterHyperspace. That should decast it on the planet while using the caster as the 'trigger': if the caster makes a jump, the node's gone.
EnterHyperspace?
[quote who="soasertsus" reply="4" id="2131086"]Thank you for answering me! I would love to try myself but I dont even have any idea where to start, if i did i would have by now. Whats a comparison program and where would i get one?[/quote] Try one of these that supports folder comparison. The easiest way to do it would be to use the Beyond Compare program's 30 day trial for it. Get some 1.05 refe
There is no "guide" to converting things backwards, try doing it yourself, preferably with a comparison program. Most of the knowledge here has been acquired through people daring to try new things through trial and error, and that's the obvious first step when something is that niche.
Anyone who can give you a release date or a reasonable estimate before a mod is in feature lock, balanced and essentially complete (requires installer, manual, or so forth) is either lying, idealistic, or twelve. Things always pop up. Until we are 99% done you probably won't hear a peep from us regarding a release other than "when it's done".
First two letters are hex for alpha, the six at the end are standard hex color codes. http://www.2createawebsite.com/build/hex-colors.html is a good application for trying this out.
[quote who="Annatar11" reply="7" id="2127823"]I usually don't self-pitch, but https://forums.sinsofasolarempire.com/343929 gives you some suggestions for a good tool to use, anda sort of walkthrough on using one of them.[/quote] I got Beyond Compare a few days ago and you and Ironclad weren't kidding: this is an amazing tool, not just for Sins but for everything, and it makes updating things a snap. It's expensive but highly recommended.
It's kind of up in the air how they'll go. They won't be in the first release for sure: perhaps in the expansion as raiders or something and then playable after that. I wouldn't get your hopes up for an appearance anytime soon: the releases are roughly chronological.
No, both factions have corvettes, they just vary wildly in role and power. It's like four posts up :p
Welcome to what's probably our last Gameplay Week feature, barring anything exciting we come up with. The German side is a lot less transparent as far as gameplay: I think everyone knows that the Soviets just run in with a lot of guns, but so far we've given very little information to how the Germans look and play. <h3 style="text-
Replace all the spiral textures with black and that might achieve the effect: or simply delete them.
It would happen to anyone as long as there were more than one person in the game, since it triggers to all opposing players. And if you start out with it then you don't need to worry about the AI.
Don't change base assets, make a mod and do it in the mods folder.
your model is not uvmapped correctly in the last shot your model has a white alpha on the diffuse rather than black (blank)
Lower the threshold of allegiance (I think this is the trigger) in gameplay.constants, change what spawns in, make it part of a starting/tier 0 research and done.
I think Distant Stars or somebody did a mod to turn off the trails - reducing the radius of the stars and increasing the scale value should also help.
Audacity or foobar2000 should do it.
Might check out our mod [link="https://forums.sinsofasolarempire.com/149666"]Dawn of Victory[/link] if you're interested in those gameplay mechanics. We have the broadside mechanic, missile pods (in a way, haha), relatively powerful strike craft, and large cruisers with a fluid line between cruisers and (very large) capital ships. In a sense the only real difference is the reliance on cannons rather than missiles as well as the storyline, which takes a back seat to gameplay anyway. It
Can't be done, the factions must exist at map spawn. Best you can do is spawn in rebels and I doubt they'll colonize, even if they did it would probably crash.
[quote who="Teal" reply="6" id="2122415"]Do you have another link? the one on the external listed in the main post is not following through. [/quote] It should work fine? If you want the site try http://dov.slipstreamproductions.net, the link to the forums works fine here but the direct URL is http://forums.slipstreamproductions.net/index.php?showforum=85.