[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.
hydrocarbn
[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.
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
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.
You'll need to change the size of the infocard in the Window file, I think, since otherwise he text will overlap.
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
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
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.
perhaps updating a tool when the thing you're updating to is actually released might be a better plan
I'm pretty sure if you spawn more than the maximum it'll only spawn the right ones, though, so you could just add like 7 crystal and 7 metal extractors.
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.
That will happen if the alpha channel in the diffuse map is white instead of black.
As explained in that tutorial, if they are not oriented properly they will not work.
It's more locked for procedural reasons. I'd prefer everything be a bit better organized first, but I'll unlock it for now.
here you go
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.
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.
[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
[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
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.
Editor (click the "Use Full Editor" button on the edit page) and logo are both up.
[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
[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
[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.
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?