hydrocarbn

hydrocarbn

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

You can use CreateFrigate in the buff!?!? I thought it was only usable in the ability file. Could somebody post an example buff using it?

9 Replies 36,309 Views

That was it, thanks. I thought the global galaxy template was the thing I needed to do for some reason.

8 Replies 8,500 Views

SpawnShipsAtPlanet is the Fleet Beacon - ships come through hyperspace. I don't think you'll be able to do what you want to do without some crazy linked buffs. Something like spawning a dummy ship which has two abilities to spawn two more dummy ships to spawn your objects = 8 or whatever. EvilTesla did a similar but probably way more complex version of this here </

9 Replies 36,309 Views

I'm not talking about the group or template editor though? Those open and work fine, I've added a template there just fine. It's just when selecting a planet, I can't apply the template to it: as far as I know, it should look like this: [img]http://images.stardock.com/zoomba/sins/gforge/image_11.png[/img]

8 Replies 8,500 Views

Straight talk from somebody who does lots of modding: I wouldn't be so optimistic. There are a lot of mods but not a lot of people working on them. Most are in a pretty WIP state and kept afloat by 1 or 2 hard working people a piece. Modding support has been lackluster both via a lack of interest in keeping the modding forums up to date (making the learning curve ridiculously high) and a lot of hard-coded limits. #1 is being addressed right now with the modding wiki and #2 is hopefully going

9 Replies 32,595 Views

Group editor works fine. I've tried both the basic galaxyscenariodef in the folder and a custom one, neither have shown the Items panel. My panel looks like this at the moment: [IMG]http://i35.tinypic.com/nleo9c.png[/IMG]

8 Replies 8,500 Views

I'm trying to use a template, but there's no "items" tab on the GalaxyForge toolbox window. What might be causing this?

8 Replies 8,500 Views

Whoops, didn't know it was turned off by default. Will get uploads working momentarily. If anybody has a copy of that old Sins modding logo (there was a black, white, and transparent one, iirc, in large and small), let me know. edit: uploads working properly (i think), i think i'll also enable uploading .entity and .particle files. edit 2: done

61 Replies 39,545 Views

It may be a plaintext mesh, it may be that it doesn't work with 3DS 2010. I use Max 9 so I don't know.

16 Replies 7,414 Views

[quote who="gruntmaster1" reply="9" id="2443844"]hmm In a way it will be a good idea, but I am unsure how well a "wiki" would be/do. The problem with it is that it is hard to make modding of sins generel, as it is a lot easier to explain when you want to do something certain. The wiki could come with a description of the different enumeration with abillities/buffs, when to use what finishconditions, what kind of starbase upgradetypes (most likely not the right word) enumer

61 Replies 39,545 Views

No. The engine reads plaintext - the reason to convert to bin is that it's smaller and that it runs slightly faster. [quote who="harpo99999" reply="17" id="2443825"] carbon16 it would be possible to write another version of the gui to do what you want, but the problem with the listbox idea is that the CODE would have to be altered for each patch of SOASE/entrenchment, and being a programmer that does not like to change working code without a GOOD reason, I do not want to do it

21 Replies 20,347 Views

Would setting the convertdata exe to XP compatibility mode fix it, even if it's launched by another program and not directly?

21 Replies 20,347 Views

[quote who="stevieboysw" reply="3" id="2443797"] Why not have an FTP that only registered people can access to download patches?? Egosoft has done this with their products where you have to register to download the patches. [/quote] Because FTP can't sell you software. If that wasn't the motivation I'm sure we'd still have regular standalone patches like the early days of Sins. Good luck.

5 Replies 4,069 Views

Alright, I set up a subdomain for now, once that propagates I'll install MediaWiki and start making some pages. [quote who="CallenExile" reply="5" id="2443820"]Something i'd use, but as i've never modded before, contribution would be immpossible for me. I'd be happy to pass along information i stumble across accidentally in other sources, though.[/quote] That's the idea - anything to correlate existing information other than these forums.

61 Replies 39,545 Views

That's not what he asked at all and having to install a program to update is, imo, a lot worse than SecuROM which is pretty much unnoticeable unless you start digging in the registry. OP, you might be able to copy the files over. There may be an activation issue, though, I'm not sure quite how that works - if you run into that sort of issue, you could probably pop in one of those free hours dial-up CDs, then start impulse, and reactivate it over the web without having to download the

5 Replies 4,069 Views

In your Sins program files directory, there's a exe called Sins of a Solar Empire Dev.exe. This exe allows you to do all sorts of crazy stuff: you can do stuff like spawn ships and change players' races on the fly but really there's so much stuff you can do that it's useless to even try to list them. It's an invaluable resource for modders. Just open it, load a map like normal, and hit Ctrl-Shift-. (the period key) to open the menu, then navigate it using a-z on your keyboard. It make

2 Replies 4,421 Views

Try. http://www.filefront.com/14782047/TextRefFiles.rar/ ^ that. I wish Harpo's program just had a folder select and a dropdown box for what version of Sins it was, that seems like it would be a lot simpler.

21 Replies 20,347 Views

7DS has one, but it's pretty much just a copy-paste of existing resources and cluttered with 7DS specific information. And you're right - the crappy search, lack of interest of mods to sticky relevant resources (and unsticky stuff that hasn't been updated for a year), and the insular sort of development process has made it difficult to find info. So I'm all for this in theory. I'd be more than happy to host a Sins modding wiki and keep it reasonably updated. They tend to die o

61 Replies 39,545 Views

For non-TC mods, probably ManSh00ter's stuff or Distant Stars/Mad Scientist, for TC mods probably SoA2.

7 Replies 4,750 Views

[quote]I loaded up the game and the folders that I unpacked from the mod were displayed as individual mods, so I activated them all and pressed apply.[/quote] You are a little off. Those folders should all be in their own folder with the name of the mod. You'll want to create a new folder in C:\Users\Administrator\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041 ...called "Starfire" and then drag all those folders into that folder. The "Star

3 Replies 9,209 Views