[quote]I'm not sure what i'm looking at.... Care to make ingame screenies? Thanks. [/quote] ingame screenshots will come, the tools to implement was just release late last night and while i'm work today i won't have a chance to start putting the textures ingame till sometime tonight. Check back later tonight or tomorrow and i should have a few ingame shots of some of the textures but probably will not be fully implemented yet. but if you see above i have marked locatio
Kcissem
New out of game images are up for the blue/green/red/ and yellow backgrounds, they do seem to have to much dark contrast right now on some of the images. It looks like i will have to brighten some of the textures back up.
[quote] Also, in other modding communities, it is normal that modders put extra effort into combining various popular mods into one big mod, precisely for this reason - people would like to play them all and they can't because of conflicts, so they have to be manually integrated. [/quote] I also am familiar with this type of modding, which my Sins Enhanced seems more than likely now going to be a Compilation Mod with my changes and other modder changes that i personally would wa
[quote] I am not sure I understand - I can't think of any modable game which does not have a simmilar system in place. Take Oblivion, a VERY modable game - a custom mod manager had to be written by the community precisely for the reasons you describe, to mix and match mods. Even with that, if two mods modify same files, they can not be played together at the same time. [/quote] The third party mod manager for oblivion only helps to install mods without conflicts, oblivion i
[quote]Well, most games that are modded can only have one mod running at a time. I dont think that there are too many games out there that let you have more than one mod running at once, is there? [/quote] I don't know about games you've played but most games i have modded allow for more than one mod running at once as long as the same files are not edited, and if they edited you could just merge the two, but then again maybe i'm just too used to how modding works in the Elder Scrolls O
[quote]Kcissem, that would happen only if you want to make a self-installing mod. Otherwise simply include changed files with installation instructions telling people to copy the required vanilla game folders themselves, then overwrite them with yours. The unchanged files stay as they were, the new ones get added. Voila, no large downloads! [/quote] yes you are right on that part, but this still means you can only have one mod enabled at a time because everyone you enable overwrites every
This was posted by psugar in another thread [quote]Ok, apparently this is fixed in the patch which Frogboy spoke of. And I didn't have to do nuffin. Briefly, the "copy whole folder" issue: at a low level, the engine separates things into folders... if it finds the GameInfo folder, it will pull everything from that folder. (Rather than loading specific files, it enumerates the files in the folder and loads them) To change the engine to handle pulling things from two different fo
Thanks blair, i'm already digging in :)
Good news blair how now released in his words a beta-ish release for the tools needed to modify the binary files. So it is possible now for me to start working on getting these ingame. Since i'm currently not finished redoing all the textures. I am going to work on getting the blue/green/red/yellow backgrounds into the game and test. Once those are in and working and tested throughly i may go ahead and release it as version 1.0 and work on adding the new colors of Aqua/white/violet
[quote]Ok, phew finally. I can't explain how much is going on right now but trust me its a miracle we got this together at all. You can download an incomplete "beta-ish" version of the mod materials from http://www.ironcladgames.com/sins/SinsModPackageIncomplete.zip . It isn't everything but it'll get you started. I'll move it to stardock's servers as soon as possible, hopefully with more stuff. [/quote] Th
images have been taken down as i'm redoing them. Check post #1 for updates
[quote] Yeah so we fell asleep at work after hitting some complications. Almost done... Ahhhhhhhhh you poooor baby;i'm going to send you a blanky and 3 feathered pillows after you release this thing. Goodluck From: Desert Foxx Masters [/quote] IF they release it :P
Textures being redone
[quote]Please do make it modular, because i hate that new starfield.. But the rest was awesome! But perhaps increase the contrast a tiiny bit on the backgrounds ? To make the dark parts appear slightly darker, and the bright parts slightly brighter. The white star texture definetly needs to be more bright anyway, it has to look white ingame, not grey, very important <IMG id=ImageResize_Image_3 src="http://images.stardock.com/smiles/Smile.gif" onload=ImageResizer.createOn(this); align=abs
Great that something is about to be released. i can finally get started on my plans once it is.
then don't play it
[quote]The Forge Tools? The forge is already available under the downloads link on the main site. [/quote] The one there is the Galaxy forge tool and is use just for making maps. The rest of the forge tools is what will allow us to edit the game files that currently are in binary form.
[quote]Yeah, I don't have a local settings in my documents and settings folder. I see an "App Data" inside of the Sins folder (Which is installed in program files). They go in there? [/quote]you need to unhide the folders first, sins for somereason decided to go about using the documents and settings in an awkward way. don't ask me why. I know it's going to make it hard for some to install mods that need to be put there especially since it's different depending on your OS. Bad design on that p
[quote] If they would just post the txt files to start with, I'd be happy. A converter isn't strictly necessary... Good point. Any chance we can get someone to put the 1.02 text versions of the files up for download so those of us interested can start tinkering with things? [/quote] i don't know why they just can't release the txt versions in zip format for now while the other stuff is being worked on, i wish they would. They are su
all replays/mod/galaxies etc, etc will go into their respective folders inside the ones below! XP: C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\ Vista: C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\
[quote] Sins of a Solar Empire v1.02 is now available for download. To get it, use either Stardock Central or click on the update button within the game itself. So what's new? We have the full official change log here . </
YAaaaay, no come on forge tools :D
[quote]i would like to raise the population cap of fleets but i dont know how. with the current cap in games where i have to fight a multi front war there just is not enough to go around even though i have the money to build many many more. what do i need to do in order to increase this. and can i make it in a way thats easy to install to send it to friends? i dont know much of anything when it comes to modding this game. [/quote] there are probably some things that can be done in the G
[quote] are we still on track for a release today? or is it pushed back to next week now since the weekend is coming up. I can confidently state that they are hard at work crushing bugs -- and that however long the patch takes, it'll be that much better for the time they took. [/quote] I'm sure they are hard at work on the patch and you are right, but i'm more interested in the forge tools then anything else. ;)
[quote]The delay is that we want to get v1.02 out first (probably tommorow) so that the modding data files are up to date and the mod loading bug is fixed. [/quote] are we still on track for a release today? or is it pushed back to next week now since the weekend is coming up.