[quote who="Thoumsin" reply="5" id="2024944"] Quoting StCobalt, reply 1its not possible without rewriting the actual game. you can create a station in a planets grav well tho. but grav wells are the only way to actualy move in a map so you can not "build" new ones while in game. But it can be made before be in game... A lot of new planet type was creatd with some mod... nothing stop you to create a newplanet type called "planet_starbase
StCobalt
yes the order metters as far as i know. the order is among the few things diferentiating between diffrent types of files, ie, a frig from a cap ship. although the fastest way to find out is test it....
well most of these are already listed in the sticky at the top of the moding page. "modifyer list" or something like that. altho not in the order you want them and not complete to the point where you want it,
well it would kick arse if you could modify what you can build ON planets as well as around them. but i dont think you can. i havent got the entrenchment beta but it certinally sounds like it would have more oppertunities to do stuf like this.
well yes and no to this post. i am heavy into abilities myself. you have to get creative with it though otherwise you wont be able to. so far off the top of my head heres a list of things an ability can do: increase ship spead, hull points, turn spead, chance to hit, weapon fire rates, damage, phase spead, phase chargeup, and weapon range. the problem arises is how to implement it so that it works as desired, and then, getting the AI to use it as desired. (keep in
would fleet size (the option when starting the game) have any play in this i wonder? and keep in mind, AI do not like to be tweeked :p
well in essence its not hard to do since there are a number of ways to go about it. the problem would arise when you need to have an extra two abilities on EVERY ship just for fuel consumption/phase prevention/other effects. with using Entity bool modifiers you should be able to disable warp, angular engines, subphase engines, weapons, and a few others, the problem comes down to writing the actuall ability and getting the AI to use it properly.
its not possible without rewriting the actual game. you can create a station in a planets grav well tho. but grav wells are the only way to actualy move in a map so you can not "build" new ones while in game.
well, i know when i used the mod and was atacking the AI, he didnt have some of the armor and shield upgrades. i never thought of looking via the developwe menu tho. perhaps ill try it myself again soon, i might have broke it in the merging process since i just tweek the game for my personal use.
was jsut wondering what are some good modeling tools to get, if you could get into detail it would be nice as well. generaly im looking for something that i can use over several games as well as this one and is easy to use (even though all will have a large learning curve, i understand that part). just looking for recomendations here. pardon for me being lazy and not searching for other post about it :p
https://forums.sinsofasolarempire.com/336667 explained it on your other topic.
ok. both easy questiond :p 1) theres two ways to do this, first you can open up the Squad(race)Combat.entity or the Squad(race)Bomber.entity and modify how many craft are in a squad, or two, open up the Capship(name).entity and modify how many it carries (thers a secton called "commandPoints" which is how many squads it carries. For a cap ship: ExhaustParticleSystemName "Exhaust_PhaseBattleship" ExplosionName "CapitalShip0" <span style="color:
might be, but im not sure, last ive heard of the general topic was in 1.05 before all the changes and i think map scenarios was the closest that came to it. other than that, you got to edit the home planet in the map settings.
well the weapons and that all depends on the wepon section of the file, thats just a simple copy and paste job from the cap ship .entity to the frigate .entity. (make sure you keep the right number of weps )max is 3). and the Mesh file references the textures and model of the ship, and what i forgot to mention was you also need to copy the shieldmesh over. herse the bottom of a cap ship file showing where shield and normal mesh are. as well as some other points of interest if you want it to l
[quote who="Ordian" reply="14" id="2023084"]They were already given the prerequisites, and also why it works fine when the planets are occupiied, hint the confusion. Planetary abilities are something newly done as far as I am aware of, and I guess under neutral occupation the militia has access to them. That is why I believe that the researchnotmet finish condition is nessary. Will get to testing this later and probaly have a patch up today if my theory is sound.[/quote
only thing that i noticed is the AI does not touch the extra research in the fleet menu, which is a pitty really.
well it is actualy easy to do when you think about it. thers a mod that makes a planet look like a star, well thats the concept you want. you cna edit the grav wells in the Planet(name).entity files, as well as its mesh/textures. you will need to build the system in galixy forge though.
not possible to my knowledge. it least not to the extent you want it. not without editing hard code at any rate.
all you cna do is change the a frigate (or add one) .entity so that it uses the mesh from the romulan derix. you can NOT mix frigate and capital /entities. the line you are looking for is something like this MeshName "VasariTitan" which is near the bottom for the capship .entities and somewhere in the frigate (i forget where since its been a while since i tuched frigate/cruisers {which use the same .entity's})
the core idea is a really nice one, but AI usage of any of it would not work unless you re wrote the AI in the game. as great of a game as sins is, its ai sucks when you change how it plays (generaly speaking). as far as multiplayer goes, it would make the game a lot less boring in my opinion. (i prefer to micro manage compared to just massing ships, or so to say). a way around this would be to have players start with trade ports and refinery's so it least it has SOME i
Ya, you will run into mini dumps verry often when moding, usualy out of stupidity (ie, forgeting to change numbers when you add or remove stuff) or trying out areas you have never moded before. i know on a mod im working on, everything is find untill the AI tries to build a new ship i added in, it least i think thats the problem. its all trial and error untill you find something that works.
this does add quite a bit of interesting features to the game. i specialy like the new fleet menu, gives me a hell of a lot of new space to play with. keep up the good work. Ive merged this with like 3 other mods + my own so im not sure exactly how much of this mod is soly this mod (if you get what i mean), but the layout is really nice for the tec trees, its a pitty theres a limit to what you can do with the engine but hey, i think you pretty well maximized the research part. all thats
well gameplay.constats is a touchy file to edit. thoes values may not be able to be edited. id turn on errror checking and see if it has anything to say.
so did you get the AI to work properly? just cuerious since i havent played it yet and was thinking about merging it with my own little mod untill i can get entrenchment. (i dont release mods i create)
lol i just modifyed the time it takes for the indy nations to have their backup arive to their planets, so i get 10 min of peace before they start massing :p only problem is that there are several other bugs, some which cause mini dumps (although im not 100% sure where they are as i dont mod extreamly often)