StCobalt

StCobalt

Joined Member # 3048430
28 Posts 533 Replies 469 Reputation

well, as far as just researching weapon systems go, this works. same thing for researching "squadrons" of fighters. and if you really want to have fun you can "upgrade" your ship via research if you ahve a mesh to replace it. all in all, entrenchment is like a wetdream as far as posibilities go compared to the original. so much more potential.

11 Replies 15,878 Views

nah, havent started tinkering with it yet, but what i was thinking of is having a modular aproach and having the missile launchers fire when upgraded, biggest problem i face now is getting a decent mesh and someone who can model the actual upgrade on the ship. although i might try an ability later on, but i dont plan on tinkering with it today. i also plan on tinkering with the idea of "building" capital ships like star bases but i probly wont go far with that due to the limitations of

11 Replies 15,878 Views

ill use reference to clairify, since were all new to this essentially. NumSoundsFor:ONSELECTED 3 SoundID "CAPITALSHIP_PHASECOLONY_ONSELECTED_0" SoundID "CAPITALSHIP_PHASECOLONY_ONSELECTED_1" SoundID "CAPITALSHIP_PHASECOLONY_ONSELECTED_2" NumSoundsFor:ONSTARTPHASEJUMP 1 SoundID "CAPITALSHIP_PHASECOLONY_ONSTARTPHASEJUMP_0" MeshNameInfoCount 1 MeshNameInfo

11 Replies 15,878 Views

well, that is viewed in 3ds max, only problem all the tutorials on editing null points and whatnot are for XSI, i have no clue how to use 3ds max, and thats only a trial version. as for the fireconstrainttype the starbase uses a starbase specific one, since the starbase has a special file layout with upgrades and all you cant use the same constraint type due to not having upgrades for ships in the same way. its a pitty really. in the end you would have to do a second or 3rd mesh and link it t

11 Replies 15,878 Views

trying to create weapons on a cap ship that are "enabled" through research, something like how you upgrade a starbases weapons, if its possible. 1: what are the values for the highlighted line, if anyone knows Weapon WeaponType "Projectile" damageEnums AttackType "ANTILIGHT" DamageAffectType "AFFECTS_

11 Replies 15,878 Views

yes you can. the Player(race name).enitity holds all the race information, you have to add a few things to the galixyscenariodef.galixyscenariodef file. you also need to create a entire new research tree as well as all new ships and whatnot, altho you could copy them over from anoyther file if your just looking to mix and match parts of the existing races. you also got to create new abilities if your going down that route. its a LOT of work and a LOT of testing. its rather easy over all thoug

8 Replies 6,776 Views

lol. well this is a bit confusing to some. best thing to do is download ConvertData GUI and then rename one of the convert data's to just convertdata.exe (keep in mind you should always rename it after your done so you know what one it is, for entrenchment or normal sins). Note: make sure your using the right vonvert data for the right files (original and entrenchment are diffrent and do not mix) and make sure your using the right one for your vers

4 Replies 3,360 Views

so this for entrenchment? because if it is, read my above post. it tells you exactly why your getting that error (unless you already tried it). the Entity/manifest in the sins of a solar empire/entrenchment folder list ALL entities that entrenchment uses. if its not here, it will not be read. as for the mod launcher, i didnt bother trying to get it to work so i hardmoded the original game files.

46 Replies 96,162 Views

well i just took a quick look through the files and im not 100% sure but i think it might be hardcoaded to only go to the next well no matter what you put the ship on. what i would do is make a "starbase" striped down to a refinery or trade port and have a mobile ship "deploy" it for deep space operation. of course this may or may not work, who knows, never really tried it that way.

7 Replies 4,939 Views

when you click on a planet and set a build rallly point. Note: this was on a custom map. also i did not own either of the planets, and i believe this is what is causing the minidump.

1 Replies 929 Views

in fact i rather it not be on the 25th if it means a lot more stable game with some new features which also work without incident. specially for a moding point of view.

67 Replies 167,574 Views

well the mod loader is new, so its no surprise if it has a few bugs in it. for now just hard mod it into your base install (making sure you back up the manufest and all other files beforehand). that DOES work, i know for a fact, the only problem is beta 3 is verry unstable and mini dumps fairly often.

13 Replies 14,071 Views

i was wrong, it is modable, you got to modify the Entity.manifest in the entrenchment folder to add new entities to entrenchment (anything not already in the entrenchment gameinfo, this includes if you want to modify any original sins research, you got to add it to entrenchment folder and then add it to the entity.manifest). the mod folder should be something like Mods/(modname)/Entrenchment/GameInfo + Entity.manufest + any other modifyed files. of course i havent

3 Replies 3,708 Views

well ill just point you to Here . download a mod made for 1.3 and change thoes two files in your sins of a solar empire mod folder "window" folder for the mod your want to play (assuming you got your game up to date) then once you got them installed you got to options, mods, then click on the mod, hit enable, then apply changes (assuming the mod menu layout is the same as entrenchments, if not, just enable it, click on "load mod on startup" and then restart the game

5 Replies 1,766 Views