StCobalt

StCobalt

Joined Member # 3048430
28 Posts 533 Replies 469 Reputation

well, from what i see you havent even touched this game yet. so ill list a few things you need depending on your version of the game and if you got entrenchment or not. 1: do you got entrenchment? 2: in the game install directory there will be a tool called ConvertData_OriginalSins.exe and ConvertData_Entrenchment.exe these will convert files from binary to text and vice versa. 3: download this ConvertData GUI . This tool will allow

5 Replies 1,765 Views

well as i said in other parts, may want to update this in the opening paragraph, with entrenchment you got to put all abilities in the entity.manifest for the game to read them. mods will NOT work without this file. if im not wrong it should go like this Mod folder/(modname)/Entrenchment/gameinfo + entity.manifest + other mod files

46 Replies 96,148 Views

well ima double post because i want it to stand out. TO ADD NEW ITEMS TO A STARBASE OR REMOVE UPGRADE ITEMS/ADD ABILITIES you need to open the entity.manifest document and add in the new .entitys or elce the game will refuse to read the modified files. this also goes for making mods. took me two and a half hours to stumble across this which was just in the entrenchment folder. god, how anoying lol.

13 Replies 14,063 Views

remember to have consistance files. its the Entrenchment folder that takes priority over normal sins it would seem, just got to remember to keep everything updated. id try (modfolder)\(Modname)\Entrenchment\(modname) and see. or you can be like me and just hardedit the files in the entrenchment folder.

7 Replies 5,891 Views

i wonder where all the starbase files are. ive tried adding new upgrades while taking out a old one by deleting all visible data that is used by the upgrade but i still get a minidump without it, even when its no on the station itself and has all its research and upgrade files removed. EDIT: ever take so long to do something, then all of a sudden it dawns on you why it does not work? ya.... forgot that research is all referenced in the "player(empire).entity" file >.

13 Replies 14,063 Views

would seem so, its rather anoying to be honest since all game data is split directly between the two folders and if its not in the right place it does not get read. (or so it would seem)

7 Replies 5,891 Views

right now Beta 3 is unmodable i think. ive even changed the base install and the updates still do not show up. the mod foldure does not work in entrenchment either at this point in time, it least i dont believe, all things i tried with it did not work. so untill they get a guide up on how to mod beta 3, were out of luck.

3 Replies 3,707 Views

ya, hell, i cant even fully modify the game by changing the original install folders. what they did by splititng mods in half by using half in entrenchment and half in the original sins folder is rather anoying since you dont know what one to use to get it to work properly. i guess we will have to wait for them to release a guide on how to structure mods.

13 Replies 14,063 Views

was making my own little mod but it seems no matter what i do beta 3 wont actualy read the data in the mod foldure. it enables it, no errors come up, but it just does not change anything, anyone elce got this problem? just wondering if the mod foldure was restructured or something for entrenchment. TO ADD NEW ITEMS TO A STARBASE OR REMOVE UPGRADE ITEMS/ADD ABILITIES you need to open the entity.manifest document and add in the new .entitys or elce

13 Replies 14,063 Views

well, a few things im going to list for you. 1: are you useing the right convert data for the right set of files, Entrenchment has its own convert data for its GameInfo foldure and the normal sins also has its own, make sure you use the right one. 2: you absolutely sure you didnt make any errors inside the files themselves. 3: use the convert data from the GAME FOLDER due to forge tools being obsolete (if you have any of the

2 Replies 2,050 Views

you can modify the capship and ship count .entities. they should look something like RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0.entity RESEARCHSUBJECT_MAXCAPITALSHIPSTECH1.entity RESEARCHSUBJECT_MAXCAPITALSHIPSTECH2.entity etc. RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0.entity RESEARCHSUBJECT_MAXSHIPSLOTSPHASE1.entity RESEARCHSUBJECT_MAXSHIPSLOTSPHASE2.entity etc. a word of warning tho, it WILL get lagy and the AI WILL m

6 Replies 3,031 Views

well, ima take a pot shot at this, how about making the rebuild time for strike craft 3-4 times as long while in combat for light carriers, as well as making them use anti matter to replace their fighters and an initial cost to buy the squadron. dont know how this would go as far as balance is concerned but its an idea. as far as light carriers having weapons go, i think its a stupid idea but in reality i doubt any space ship in a combat role would go out with 0 weapons and only strike craft.

48 Replies 89,140 Views

interesting sugestion. i also agree, it would add quite a bit of strategic depth to the game but then you get people complaining about micro management. to be really effective IMO, there should be a cost to initially build a squadron as well as a small ammount of antimatter per fighter (to rebuild them when they die) which would basically eliminate fighter spam once your carrier runs out of anti matter. also you would need to rework the armor/weapon system as well, since you will need t

110 Replies 378,001 Views

[quote]So far it looks like at least some parts can be implemented. Namely making the trade ports and refineries be much more important, as well as their transport ships. However, AI still remains the problem. Unfortunately, I can't find any variable which controls the "priority" of a building... they're most likely hardcoded, probably through the "planetModuleRoleType" and "statCountType" variables in the .entity file. You can change the AI priorities only in general terms (civic structures,

30 Replies 19,142 Views

well, we will have to see what possibilities entrenchment brings to moding before sometihng like this can be implemented and actualy work porperly.

12 Replies 3,003 Views

Maya, 3DS max and i forget what the other modeling one was, think it was XSI or something like that. are all modeling programs you can use to create models for this game. the finer details of what you do to make a model that can be used by the game itself will be explained in one of the pined topics that deal with modeling.

7 Replies 8,239 Views

well if it works out in the sins engine and the AI can actualy use it and you dont run into hardcoaded limits it would be interesting. But as for grouping all the buildings together it would be no diffrent than just remodeling them and building them close to the planet.... essentialy the same thing as what i mentioned earlier about haveing a smaller grav well and building things close to the planet to give an added effect. another thing you could try is seeing how the little city colini

12 Replies 3,003 Views

[quote who="Ordian" reply="21" id="2024679"]The fleet size option should not have anything to do with it, because the capital ship and supply are merely researches. I could easily add or change them without concern, and there is no reason that would effect it. If something does not effect the rest of the Research trees there should be no reason why it should effect the Fleet tree. Do not think that the way the fleet tree works is somehow different then the noncombat or comba

847 Replies 2,496,003 Views

[quote who="invisiboy" reply="4" id="2024812"]I don't know how to mod, but what if you could find a way to make a space station ring around the planet. You would need to pay a huge amount of money metal and crystal and reserch all branches to add a planet ring that would have everything right there. It you be hangers, deffenses, refineries, brodcast center, and everything else, except for the big superweapons. [/quote] not possible in the game engine. you can

12 Replies 3,003 Views