ya.... i just leaned how to rig models for this so meh. its an idea anyhow.
StCobalt
thanks m8, really helpfull tutorial. was wondering how to do this in 3ds. got any links on how to texture in it?
have pre skinned moduals, with uv maps and all that already. the hardest part would be ataching them. (this program would work outside of the game engine). hell right now id just settle for the XSI models so you can mod weapon points on the original ships.
you could just spend like 2-3 years developing a game that is in full 3d where you can design ships part by part in real time and then use them, have no grav well limitations but one HUGE universe which would take a LONG time to travel across, and have it so that construction ships can actually build things on planets, and have planets do something other than sit there and look pretty. but chances are its not going to happen for a while.
ya know, i was bored while playing and my mind started to wonder, and i thought, you know, i wish the right half of the Kol looked like the left half, then i thought, you know, it would be sweet if there was a mod tool released that allowed you to edit the mesh's in a modular way (ie, you build your ship in sections in it then mod it into the game). well, its an idea anyhow, probly quite a bit dificult to make and probly wont see the light of day but it would be nice if stardock made a tool w
im posting thias before i read the wall of text, man teal, your post are killing me >.> so dang long. and also, if you make another post this ling, please use red or something not so hard to look at, also space it out a bit more, maybe double space so its easier to read. as far as planets go, that stuff is still hardcoaded i believe, and even though its a nice idea, it would be show down by the masses due to most people wanting short fast games due to time restrictions. i prefer long dr
generally speaking IC wont send back info on minidumps, they use it to find problems that they need to fix for patches. they dont have suppoty for mod errors either. that you got to go to the mod topic and look for. you didnt look verry hard for the topic i mentioned since it was a few post down, but heres the link anyhow. Here
well, generaly speaking, softimage XSI mod tool (google it). to make a new race show up you got to do a lot of things, such as creating new art for the race, making sure its Player(race).entity is properly filled out, getting player portrates done, new research, buildings, units, etc. sound is a tricky one, hardly anyone has a sound mod out there and not many people work with it on the forum, last program i personaly used for sound editing as audicity (may be miss spelled).as for Particle edd
make sure you patched your game. if you got the latest version it should exist. kep in mind that application data folder is a hidden folder on your comp that you have to make visible via folder options. also if the mod does not work, chances are the version of the mod is diffrent from the version of the game. 7DS is an outdated mod anyhow but its currently being updated, even tho its at a slow pase.
well generally when you download a mod theres a folder that contains everything that the mod has in the archive (usualy .rar or .7z). you copy and paste this folder into your sins of a solar empire/mods folder. (the mod folder location varries from operating system to operating system but in xp its usualy c:/Documents and setting/application data/ironclad games/sins of a solar empire/mods.
ya, it is a little late but the final release is not gonig to be a darastic change so if you mod beta 3 the worse that will happen is you got to carry over files, re-edit the string file and add the new files to the entity.manifest again.
in my opinion your just lazy if you want the game to play for you while you sit back and watch. construction cant really be automated like you want. although you can use an ability like returning armauta which is enabled when certian research is met. you can also upgrade ships and structures through research (the actual looks of them) you can also now make abilities use resources instead of antimatter. you can also enable weapons through research (on ships). as far as i know, planet research
maybe, depending on if no bugs are caught. but there still is a few ones in the game that crash it so i doubt it will. then again, we might get lucky and have all bugs fixed with the release.
it depends on which game your using, for sins and entrenchment its a bit diffrent. although generally speaking the same just got more steps in entrenchment. generally speaking there in the base sins "Texture" window unless your using entrenchment and adding more, in which case you coppy the Player_portrate_(small, large, window or button).tga file over to entrenchment texture folder and modify it adding in the new portrates. Also you got to modify the Player(race).playe
lol. problem is not everyone uses either of thoes. the more mainstream one to use would be MSN to be honest. also, if you got a damage and balance table out if you want to send it my way id be happy to get working on the base creation of one of the races. hell, if you want to speed it up, i can work on one race while you work on the other. another thing i want you to keep in mind tho is the actual damage and armor values. in the gameplay.constants i do believe theres an accurasy modifyer for
theres a topic on this i do believe, why mods crash in 1.14, i advise searching for it.
[quote who="purdyaw" reply="12" id="2072685"]Please message me on AIM Austinhs2002 or Yahoo Austinhs2002 if you want to discuss in further detail specific balances. I have begun working on entity files, but I will only start doing them over completely once I have absolute balance. Remember, balance should be kept between classes, not inter-classes. A higher class level may be stronger or weaker (per cost or supply). The only thing that should be kept in balance as relative to everything else
well, everyone basicaly has their own aproach to it really. as for the mining part, ya it is a pain in the arse, but hey, if worse came to worse, you could see if its possible to make it "look" like thers a mining field in an asteroid belt and make it look like its minig just to get the feal of it, of course, in the end its nothing more than something to look at and chances are you will never be focused on that particular aspect for more than 2-3 min, if that but hey, ideas are always welcome
well i wouldnt say they are not compatable, since most are after a slight ammount of tweeking. theres a thread on it.
generaly speaking there all over. Mad Scientist Mod and Distant stars are two mods i suggest, there are SEVERAL others across this forum, and learning to mod the game is relativly user friendly and easy if you got the pacients. Note: assuming the mod loader in the normal sins did not change like it did in entrenchment, go to options, mods, and click on show mod path
well ya. but honestly, thers a lot more potential and fun if you create your own. of course you need a gifted graphics artist to make decent portrates and whatnot. also your planets can have MASSIVE grav wells if you so choose. as far as entrenchment goes, it is great for moding, you can now "upgrade" weapons vis aresearch, not just damage, but looks too if you can mod it. you can also change the hull shapes if you wanted. the only problem would be creating the right feel to the e
well the coding part is rather easy. hell, i could do all the research tree, ships and buildings in a single day. the abilitys and buffs take a little longer tho since its harder to code things you want to get the desired affect but with entrenchment a LOT of problems are solved, such as starbases in neutral/enemy grav wells, upgrading ships, ships meshes, ships weapons and whatnot. the hardest part id say about this mod would be the models/textures which take a LOT longer to do. i know for m
well therse a number of reasons why it wont work in beta 3. beta 3 uses a new manifest system that is not like the original so mods need to be built diffrently. also abilities and ships were revisited and can no longer be just carried over. basicaly you got to redo the entire mod save maybe the research and mesh aspects of it. also the beta 3 mod launcher does not seem to work, or no one has found out how to use it properly.
gota be more detailed than that really. where did you put them, what did they contain, what files/folders did you have. and is it the right version for the game?
ya, i know i couldnt, so i hard moded the beta install. seems you got to reinstall for any of the new betas relesed anyhow, and with the retail just around the corner, why not.