hydrocarbn

hydrocarbn

Joined Member # 2940422
48 Posts 1,753 Replies 16,038 Reputation

[quote who="furzball" reply="3" id="2572541"]Um... anyone have an answer?[/quote] Nowhere in your OP was there a question.

6 Replies 4,732 Views

You can allow a player to have certain research modifiers in effect at the start by adding them to the starting ship supply research, but anything else does indeed require rewriting a lot of research files.

3 Replies 3,442 Views

Yeah. I'd absolutely love this because our testers screw patches up almost every week. We have our own webserver and I think most mods should, so that as a requirement isn't a big deal to me at least.

17 Replies 56,246 Views

[quote who="SpardaSon21" reply="1" id="2481028"]The best you could do with Sins is make it Sins with Eve ships. Major Stress tried to make Sins into Star Trek, but even he couldn't do it, and so SoA plays extremely similarly to base Sins. The biggest culprit in this is the un-moddable A.I. Sins uses. And CCP is extremely protective of their IP. Good luck getting permission to use their models.[/quote] Forget the IP (and the AI) and you can create a game that do

137 Replies 219,729 Views

i think there is potential in several existing mods, unfortunately many are being developed by one or two people and could use the help instead of more ridiculous fragmentation of talent into mods that will never be released and have nothing to set them apart in gameplay or style except "these ships look really cool" an "idea" for a mod is worth about as much as dirt. it would be neat to have a mod based on a variety of IPs but there are only so many people that are already struggling

3 Replies 2,258 Views

All the tools are out of date. Somebody had a zipped .rar of reference files for 1.181 but I can't find them.

3 Replies 27,101 Views

Those are completely different file formats. Photoshop can open DDS with the plugin, the middle three can be opened with Notepad++, and meshes can only be imported into Max.

25 Replies 71,962 Views
Reply to Ship Count in Sins Modding

Not really - you could make it unbuildable (not in the Player*.entity file) and then spawn it in galaxyscenariodef or through an ability with a infinite cooldown though.

1 Replies 2,722 Views

Hey, question - what is the ship on the Federation side that disables mines? I played a MP game with a friend over a couple days, and he got pissed off because he kept running into my mines. I know the Klingons can do it (I think it was the D-4), but he claimed there wasn't a minesweeper ship, which to me seems unlikely. Am I right and he just sucks?

1,969 Replies 4,015,025 Views

I can't get this to work properly. When pointing to the same folder in both boxes, I get a crash saying the file is in use already (which makes sense, but it probably shouldn't point to the same directory in the output box by default), in the other case (a different output directory) I get a bunch of binary files (time: 0h 0m 0s). Tried recursive, non-recursive, moving Window folder into a GameData folder, is pointing to ConvertData_OriginalSins fine. I was looking for a no-nonsense conversio

93 Replies 269,917 Views

[quote who="kidofamerica" reply="1927" id="2468193"] Oh the Borg happen in that game too lol... and OMG they kick your ass but yeah.. if you played it you know all this.. if not get yourself a copy... hell if I manage to get my copies remilled and able to be read without corruption I might be able to send you off one the game was made in 1999 so I think 10 years so I think it's legal to copy now... if not nevermind lol...[/quote] The game is abandonware and is <a href="http://www

1,969 Replies 4,015,025 Views

You need to copy the header in too: since this header has to be closed (as it's a table), it's difficult to make it a template, but I'm going to give it a shot. You'll have to add a |} after the end of all your {{Explanation}}s though. And if you want to make Text1 redirect to Article2, you just do [[Article2|Text1]] and "Text1" shows but it links to article 2. edit: okay, it's up and fixed in your article. In the future, do: {{Explanationtable}} <-- thi

61 Replies 39,506 Views

If you're doing anything other than placing mod files in your documents and settings\local settings\application data\ironclad games\mods*version\whateveryourmodnameis\gamedata\, you're doing it wrong. and if you do that, you can always hit verify application on impulse to redownload the correct files. If you still want a zipped copy of the reference files rather than converting them let me know and I'll hunt down the link to it.

9 Replies 7,100 Views