Yes, I'm prepareing the v2.0, when it's done I think it will add to 7ds too. :)
HammerSun
Yeah, each group count as one, i don't know why your game told you can't find the brush. Did you make every new brush entity correctly? E.g. hudIcon "HUDICON_FRIGATE_PSIANTIFIGHTER" smallHudIcon "HUDICONSMALL_FRIGATE_PSIANTIFIGHTER" infoCardIcon "INFOCARDICON_FRIGATE_PSIANTIFIGHTER" This is Advent's anti-fighter's entity, there are three bursh entities need modify if you want to change. They are: "HUDICON_FRIGATE_PSIANTIFIGHTER" and "HUDICONSM
You can find many .brushes file in the Stardock Games\Sins of a Solar Empire\Window folder. And it will look like this: brush name "INFOCARDICON_CAPITALSHIP_TECHSUPPORT" content "Simple" fileName "Unit_Infocard" pixelBox [ 93 , 70 , 22 , 22 ] First line is where entity file's refer is icon Second is type Third is the picture file's name Fouth is where the right icon in this picture.
After lost my job struggling my life and these months , i'm back and preparing my RS mod Ver2.0 now. There will be a new race: TerranRepublic in v2.0, and i'm making ships these days. Still not find a job, i can't tell when the 2.0 will release, but i'll do my best.
It's a good idea but need lots of work. Hey man, go on with it. :)
How you tried? Maybe explain to us should make your problem clearly. I think to do this, there are two things need modify. 1. Edit mesh, build some kind weapon as you want and add weapon points(dummys). 2. Edit module's entity, add weapon's imformation.
Double post, edit.
Several Screenshots of 'DarkAngel' which full of militarism style. [img]http://img78.imageshack.us/img78/7350/darkangel1dr7.jpg[/img] [img]http://img78.imageshack.us/img78/8643/darkangel2ht9.jpg[/img] [img]http://img78.imageshack.us/img78/3179/darkangel3px3.jpg[/img] [img]http://img78.imageshack.us/img78/5294/darkangel4oz3.jpg[/img] [img]http://img78.imageshack.us/img78/1286/darkangel5zi4.jpg[/img]
[quote]Do you by any chance have a smaller mesh? I don't have any modeling experience or a 3d modeling program so I cant make any different meshes.And regarding the size, I was trying to replicate the earth/luna proportions. I hope to add in more sizes to give it a more random feel.Problems I have encountered:1. Planets reflect team color2. I cannot make a smaller moon mesh3. I cannot make the different type of moons circle certain planets. (I want just Ice moons around Ice Planets, Baked moons
Seems your moons a little big. I've made a MOD with moving moons, maybe you can download my MOD and find something useful for you. Link: https://forums.sinsofasolarempire.com/311978
[quote]Great news Danman, can't wait for version 2Hammerson, if your making models from the ships in X3, you should check out the mod for that game call Xtended, they had some beautiful models in that game, was so much fun to play.[/quote] I know XTM, I've been a X3 Moder. I didn't create, just convert some x3 ships into sins(Just M3/M4/M5 now, you know, 5 races and each 3 ships). :p
[quote]Danman, i have a MAD suggestion I heard you got your new black hole ingame, and when i see that you say it has an accretion disk, i wondered. What is it sucking in?Then i thought... O_O What if you had a very rare black hole + rogue star "planet/zone/whateveryoucallthesethingsinthesamegravitywell"..The blackhole could be orbiting slowly like the moons you currently have ingame, have a nice accretion disk effect tied to it, and possibly your jet effect, but sort of aimed at the center of t
[quote]I have fixed it.The german game (and I think the games in other languages than english too) need their own string data. So they can´t use the data from the mod.The problem is, when the mod is searching in the german data, for the right stringID he can´t find the IDs of the new races.I have copied the english.str into the game path an renamed it in german.str.Now the game is in english but I can play the 7 deadly sins mod.@Danman:If you can send me the new strings, I can try to translate i
[quote]Can anybody help me?I downloaded this Mod and activated it.But when I start a new game with one of the new races the game work for 3-4 minutes.The first buildings are ok, but then I tried to built a capital ship and the game crashes down.I use the German version of Sins, so I think it´s because the informationtext of the new ships.sorry for my bad english[/quote] Open Documents and Settings\***YourUserName***\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\S
[quote]New Qustion: I want to replace the "TEC Opening" but I can't find it anywhere. Can anyone help me out?[/quote] Strange. TEC Opening.ogg should in the Sound folder too, how can it disappeared. Search it again, Canadaman. The file about 1.70 MB large.
Hi CanadaMan, seems you work on a big MOD. Check the SoundMusic.sounddata in GameInfo folder, that file refer to the final sound files. And, don't worry about ogg format, use mp3 works well too. Good Luck.
Hi everybody and DANMAN: The pirate raid which i've strengthed usually can finished their rogue and return to piratebase, so as game continued, their force become more and more large, this really eat your PC's memory. So i've reduced raid level in my MOD.(Usually maitain low level without bounty). Considering 7DS is a large complicated MOD, so further reduce the 'PirateRaid Supply' and 'raidStrengthThreshold' should polish up.
I didn't smooth the whole ship to make some stealth feeling(Like F117), But the game engine seems didn't show it very well. :p
Hi, DANMAN. Congratulations on your 1.3d release. --------------------------------------------------------------------------- [quote]Hi DANMAN,I registered to congratulate you on your awesome mod, I love it (especially the Atlantians, I like having a few powerful ships way better than 100 crappy ones).However, I wanted to ask you guys a question: How on earth do I beat the pirates? I went to their base with like 5 Uber-heavy capital ships, 20 big battlecruisers (the things
I've finished my favourate Captialship, and i want to give it a stealth ability. But seems can't make such a effect(Icon and phase detect will explore the ship, :( ). DANMAN, fit some ability to it and put this ship in your 7-DeadlySins if you want. Link: [link="http://files.filefront.com/CaptialShip+Assassin7z/;10493592;/fileinfo.html"]CaptialShip_Assassin.7z[/link] Anyone can use my ship free, just told me where you use it. Here is some picture for "Assassin": [im
Mi-26 (Halo)
Yep, 5 is max build number. Instead of build, there is another way. Add a create-ship ability to some of module, and create a captialship. But this ship is NOT build, So, a long long cooldown time should be set.
[quote]HammerSun:After really testing out how your mod blends with mine, I did find your ships a little unbalnced, especially the one you sent that fix for that was mentioned earlier. A frigate with 16800 hit points is too much, that is more than a Captial ship. So I will be balancing it all out before I release the mod.By the way, that other captial is amazing. You included in as part of your download, and I loaded it up in 3D MAX to take a look. Really nice!DANMAN[/quote] The 16800 hu
[quote]I think he meant to do that too. It is a little unbalanced however, and may have to be reworked before I release 7DS 1.3.By the way, I just made another Pirate cap ship based off of the Warhammer, named the Jolly Roger. It is stronger than the Warhammer, and also more expensive and tougher to build.HammerSun, the "Assassin" sounds nice. Has nice curb appeal.DANMAN[/quote] Wow, I prepare to make the "Assassin" weak than Warhammer. :)
[quote]Oh, and by the way. I want to see those new ships in the above posts.They look awesome!DANMAN[/quote] The WarHammer captialship prototype I've finished rebuild, And Named 'Assassin' Or maybe 'Silence', any suggestion? And UnwrapUV now.