This is a brilliant idea. I have been looking to play the exact same game with like three flat percentage changes and ugly copyrighted models of other people's intellectual property for the last year and a half. It's just like the end of that movie Cast Away where the dude gets rescued from the tropical island with his volleyball that symbolizes the great effort that's sure to be put in here.
hydrocarbn
The difference between us and most TC mods with respect to updates and release dates is that we: 1. Started on a completely different engine years ago with drastically lower requirements and a completely different gameplay model. DoV for Sins has absolutely nothing in common from what DoV was back in Empire at War. The models and skins we did for EaW have either been replaced or nearly replaced. 2. Have gotten very little support from the actual game's community, modding
for every iraqi child killed the release will be moved up a month get to it
[quote who="JTAYLORPCS" reply="13" id="2700585"]I agree with this topic totally, I have installed MS VISUAL basic that will allow me to read dump files and have the sins and sins entrenchment PDB files. However even with those files We as a community can only read the dumps. IC is holding back with another file that I have asked for on many occasions. I forget the name of the file, but I do know that with it will installed will more or less let us re-write the entire game, As well
How did this happen? Cuisinart sucked. Starting awhile back, culminating with the blender issue, and having their machines ass backwards as **** (Yes, I did quote the union, but it's true, I spent 8 hours one day trying to figure out how to use a Cuisinart 5 gallon ice cream maker), Cuisinart has become suck. And I liked the original salad spinner, I love my KitchenAid blender (I don't love the awful selection of frappe modes but whatever), and the Cuisinart one came in with
"Tools" is hidden in 7 and I believe Vista. In order to show hidden folders, you have to go to the Control Panel and select Folder Options.
[quote who="Mystic Angel" reply="9" id="2586561"]someone who's new to the community doesn't need to be beaten down for expressing a unique idea. Personally, I won't think twice about your comments, but the least you could do is offer an apology to the OP. [/quote] I wasn't talking to the OP, I was talking to you. Perhaps if you weren't so caught up in taking offense for somebody else, you could realize that w hat Furzball summarized is accurate and wha
Simply changing the "scale" value will adjust time between phase lanes, and this should be doable in a text editor (you should get GF, though, as mentioned above).
[quote who="Mystic Angel" reply="3" id="2586063"]In the meantime, ignore belligerent responses like Carbon's. Most people on the forums are fairly helpful and can answer nearly all your questions.[/quote] Yep, I've found the best way to start a successful project is to listen to one person , preferably one who compels you to ignore anything bad someone said about their advice and to contact them privately instead. For example, I'm being paid a few million dollars by the
Should be running in dev mode anyway ;) You can easily check by checking your debug folder (which will generate massive log files if it's looping).
[quote who="Mystic Angel" reply="1" id="2585626"] It's really a complete conversion of Sins. [/quote] Replacement of art assets is not a "complete conversion" in any sense of the phrase and that's an insult to anybody that actually works on TCs. It's a reskin. I don't understand this obsession with replacing Sins models and textures with other models and textures just for the sake of it looking like some other IP in lieu of creating unique gameplay and features. Few get of
You did something wrong and the game is in a loop.
Argh, looks like the forums ate the latter half of my post, too. I wrote up a huge thing about your first point. Oh well :( edit: aha, found it [quote]Cobalts are high-speed attack corvettes, with light armor and anti-medium guns, meant to take out light frigs. Research adds anti-armor ACVs (missiles) for attacks on structures or heavy armor.[/quote] Keeping old ships relevant is good. However, I think simply reversing their role later in the game is kin
You'll run over the string length limit if you do that. I'd just make it relatively intuitive and provide a good readme.
[quote] I'm at concept-work stage on a mod to create asymetric racial fleets and rejigger weapons, and would appreciate critical feedback and advice. Currently educating myself about modding while working out the overall mod dynamics. I am, truly, a modding noob. [/quote] You are ahead of most modders by thinking through game design rather than just throwing a bunch of unskinned models and the necessary entity file changes to make them work into a RAR.
Passive ability, periodicaction tick, OnChance, ApplyBuffToTargetsAtOrbitBody. perfectly possible.
You can do that, but you'll need to use some complicated buff trickery to make sure they don't stack.
Aha, I figured it out. When you stretch Sins beyond a certain size, interface elements reorganize themselves. This has unexpectedly just broke my interface mod I've been working on, since I have had it running in 1024x768 mode for testing, not realizing that when the Sins window is expanded, interface elements move. Since the top bar is always, well, on the top, it's not an issue there, but everything on the bottom changes. Hence the infocard problem. At a high resolution like
Not sure what the issue is, but I just changed it to offsetFromBottomBarBottomRight [0, -139] and it moves around perfectly. Also tried X axis values. Do you have the game set to watch files in your User.options?
Use convertdata to convert the specific entity file you want over to plaintext.
Oh, forgot about that. Yes, just increase the size of the block in the Player*whatever*.entity file and you can add additional rows. I don't remember what the size of each row typically is, but if you divide the height by the # of rows in the block you should get the height you need to add to create another one. And yes, research can cross blocks, so that would work too.
[quote who="Roslolian" reply="43" id="2545269"] That said, I'd be really interested in the viability of altering Sins gameplay. Sins does not play like Mass Effect. Ideally, Frigates would need fighter physics to say the least, accuracy of weapons would be tweaked so that frigates don't just get positively murdered by big ships, weapons that do hit would do significantly more damage and scaling should probably be adjusted. What seems to stand o
The tiers are not locked to their horizontal positions within the tree, so you could always reorganize them to fit two rows instead of one for a single "tier". The issue you'll run into primarily with this is usability, and with changes to the backdrop texture this could be overcome (different colored blocks or columns, etc). The second would be simply running out of columns, and with some rearranging that might not be an issue. I haven't seen Diplomacy's research tree so I can't say whether
That's weird. I messed with the InfoCard before, but it was a while back - I think I edited the bottom bar's size to be larger and then made the top transparent to preserve the existing height, but not sure about that, and that was only to change its height (although you might be able to use a similar technique depending on how the area is checked). I assume you've tried changing one value at a time to see if you get results ("-0" might also mess some stuff up, but you said you tried other nu
1. Textures\Buttons_Interface.tga 2. You don't