hydrocarbn

hydrocarbn

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

[quote]Still, I did everything right and it crashed... So badly that even removing the mod failed and using the backup didn't work either so I had to reinstall sins[/quote] If you had to do this then you are not modding correctly. Read the pdf if you ever decide to pick it up again.

9 Replies 7,116 Views

[quote who="Ryat" reply="1616" id="2459486"]Sure we will use the English.str file, we appreciate any help from anyone,[/quote] Here it is - I de-typoed all the DS-specific stuff at the end of the 0.95 string file, which I assume is most/all of it.

8,423 Replies 15,676,562 Views

Distant Stars definitely does not take the kitchen sink approach and is much better for it, I'll second that recommendation. I especially like the EMP bombers :3

8 Replies 7,137 Views

We're not out yet, but Dawn of Victory 's first release is 100% going to be for vanilla. Of course, by the time we finish it everybody'll probably have Diplomacy and think even an Entrenchment version would be old. :p I think Entrenchment brings some stuff to the table but porting stuff over is a huge hassle and I'm actually surprised so many mods have permanently switched.

7 Replies 9,935 Views

or you can just drop the ogg into sound, add it in soundeffects, and then add it to the sounds line in the entity file

4 Replies 5,289 Views

If I submitted a new English.str file to you guys would that be useful? I played this over the weekend and had a lot of fun but there's a lot of typos and stuff. e: also I thought the menu music should be replaced as it's very cliche: the rest of it fits really really well but the menu music is grating

8,423 Replies 15,676,562 Views

DamagePerBank:FRONT 20.000000 DamagePerBank:BACK 10.000000 DamagePerBank:LEFT 30.000000 DamagePerBank:RIGHT 30.00000 For example, if that weapon has four nulls facing each side. The engine will assign these semi-coherently: if, say, your third weapon (nulls named Weapon-2) don't have FRONT damage and your nulls are pointed toward the front, it'll say it couldn't fit it into any weapon banks.

17 Replies 8,704 Views

The points will only fire in one 90 deg arc, depending on which way they're facing. If you want a gun to fire 360 deg you need to define four points with the same name all facing different directions and add damage to FRONT, BACK, LEFT, AND RIGHT in the entity file.

17 Replies 8,704 Views

Not sure about the icon thing (perhaps the directory is CHMODded wrong) but I know what's wrong with the link color (didn't mess with the hex color for it), so I'll fix it. Keep in mind the thing I'm using in that template does not span lines. does but it messes up a variety of things. So if you want to do a multi-line entry for the text line, you'll have to use . Still, it's better than nothing.

61 Replies 39,598 Views

It's also ridiculously easy to use the template - after copypasting the header for the table, all you have to do is add: {{Explanation |text = thisistheentityfiletext |effect = whatitdoes}} for each section you want, rather than messing with all sorts of wikitable syntax.

61 Replies 39,598 Views

[quote]requiredShipCount exceeds the maximum allowed. 4 requested but only 2 allowed. If a larger number is needed bug a programmer![/quote] yo i need a programmer, a whopping two required ships doesn't work so well, now i have to use two in the random count and do a ton of math to get the random ships to spawn in the proportion i want edit: i guess even using the two requiredshipcount slots I do get doesn't matter because apparently either one of the ships spawns regardless o

78 Replies 46,475 Views

[quote who="panzerdragoonorta" reply="1" id="2450249"]Woot first post![/quote] Congratulations for getting a post in a thread. Feel like contributing instead of chasing numbers in a sparsely visited forum? [quote]Honestly I dont know anything about the coding but wouldn't it be easier to ask one of the developers if you get some help understanding the AI, wouldn't they help?[/quote] It took ages to squeeze the hard-coded limits out of IC, we're not goi

4 Replies 5,846 Views

Yeah, it's pretty great considering you can even have a convert profile that dumps everything in the right format and in Sound by default instead of having to prompt you ever time.

18 Replies 12,009 Views

[quote who="panzerdragoonorta" reply="38" id="2449213"]I noticed that you dont have a logo yet... how about this? [/quote] I'm not sure how I'm supposed to put a 1000px some image into the left corner of the wiki. I've chopped down the original Sins modding logo from the Tools pdf (couldn't find the transparent version) and will be uploading it pretty soon. As for the WYSIWYG thing, sure, I can install that. I don't think it's too difficult to use wiki syntax but th

61 Replies 39,598 Views

[quote who="Moguta" reply="33" id="2447947"] Also, Carbon: I noticed your pages about additive and non-additive folders. Correct me if I'm wrong, but I think those concepts became outdated once Ironclad introduced .manifest files. I know I only include the files I've changed in my mods, regardless of folder.[/quote] The wiki isn't going to cater exclusively toward those who mod for Entrenchment. They're concepts that don't apply to it, but they deserve to be the

61 Replies 39,598 Views

[quote who="harpo99999" reply="24" id="2447461"]carbon16 that is NOT possible in a map, only in a mod [/quote] That's what I meant, sorry. Obviously in a map it'd be impossible. My stopgap solution right now is to have a 1 hour or so death timer (like as DOME has done) and then have infinite waves of reinforcements for the attacker every few minutes.

30 Replies 26,271 Views

Hijacking - is there a way to make a map so that if the player's fleet is destroyed completely, they lose the game (via blowing up their remaining planet)? e: even simpler, is there a way to make it so that for example the destruction of even one ship does this?

30 Replies 26,271 Views