after about 2 hours of fiddling around i found out that you can NOT have a active ability on a planet, and that getting a passive ability to do what an active ability does is going to be tricky. for now i am taking a break. but we shall see if i can get it to work later on. as for the AI, that sort of thing light be in the game play.constants but generally speaking you cant mod what the ai does (just the priority it has on say defense, economy, research, etc.)
StCobalt
well at the moment its to late/early for me to attempt to create a planet, planet bonus, and to try to get the effect you desire. so, for the time being ill go to bed. but when i wake up (assuming i have time in the evening, and the opening has no problems with the ability i created for him) ill go about trying to get the desired effect you want. from that point on, if you would like and i have time, ill see about working with you to get other variations to work, if its possible. <
there is a list of a lot of the original sins that have been here since a few months after release. thats around the time i learned to mod myself. as far as artifacts go, im not sure how exactly you could go about it to get what you want. if you do reply in this thread or pm me again, can you go into a little more detail. ill take a look at this thread again when i can see/think straight and see what i can come up with. keep in mind modding sins is generally more fun than playing
Here is a little something i did up and tested on diplomacy. its the PSI frigate i changed to use the ability but you can just copy the ability name into another unit of your choice. Note, i did not redo the duration to be infinite and the CD to be near instant. also if i were you i would leave the finish condition in, if anything make it a bit longer.
channeling means the ship has to focus on said ability and cant move or generally fight. Ultimate is a capital ship ability that is marked as a special ability. usually its a single level ability that you get at cap ship level 6. as far as neutral colonies go. you can modify the starting ships of ANY race, pirate, neutral colony in the GalaxyScenarioDef.GalaxyScenarioDef file in your GameInfo folder for your mod (or after you copy and convert the default folder). </
Here is a site that gives you a lot of info on moding, modeling, texturing, etc. should explain what the different colors are used for. Cheers, and hope to see some of your stuff around.
if it says "stacknewbuff" failed to convert to a emnu value or whatnot thats ok, dont know how to correct it, but it does not seem to affect anything also, can you copy paste what your ability/buff (might have had a line mixed up when you created it from my template) and on top of that post the actual name of the entity (AbilitySight.entity for example) also, is your version of sins the latest? and are you using any other mods? (if
can you state the exact error message? on top of that, can you describe how your using this ability, or rather, what your using it on (the actual ability name as seen on the .entity) and how you added them to the manifest, or if you did it through a program.
well if you want new icons and whatnot you will need to add them in, a process which i wont get into. for names, you have to edit the "strings" file then reference the name in your ability to the text in the strings file. and can you be more specific. also what version of sins are you using (i forgot to ask this, and it will make a HUGE difference). the ability i showed you is for diplomacy. if you do not have this xpac chances are that is what would be c
well. assuming you know how to install mods in general, you can just move every file except the "GameInfo" file that came with the download to the new patch mod folder (should be something like "Diplomacy - 1.2"). once thats done just go into the game, enable the mod like any other mod. a side note though is that you will JUST be playing default sins with a few graphical improvements (such as weapons, etc) and that you wont be getting any midifications to the actual game play that he ma
well you dont NEED it to be updated. you can get most of the graphical effects without actually having to have its "GameInfo" folder with it. also if you know how to mod at all you can look and see what was changed in the patch and if anything in the gameinfo folder was actually changed (for bailknights mod). if the patch didnt change any file structures then chances are it will work flawlessly. of course you can also try just moving it over into the new patch folder as is and see if it
enjoy. it worked for me it least. let me know of any problems. change values to your liking. to make it require research you will need to replace: researchPrerequisites NumResearchPrerequisites 0 with researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSU
the ability is as follows: TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetNoRange" instantActionTriggerType "AlwaysPerform" buffType "BuffFarSightScout" targetFilter numOwnerships 2 ownership "Enemy" ownership "NoOwner" numObjects 1 object "Planet" numSpaces 1
hmmm... well that might be a bit hard. IF it is possible you will need to create a targeting "buff" before the actual buff doing what it is you want to do (so lets say "AbilityScout.entity" points to "BuffScoutTarget.entity" which then points to "BuffScoutPlanet.entity". i have some free time later today so ill see if i can get the desired result.
theirs an autocast line in the ability entity. as well as other options. make sure its set to true. If i remember correctly it least. also id look into the thread that gives you diffrent constraints for abilities. also if you want to learn how to mod you can look at ability with similar effects that you want. (like the scouts auto explore)
would hope not, it least if they did i hope they it least release the rest of the models they have converted.
i find reading the comments ammusing. people are complaining about the price before they see the actual game/beta. dont shoot a game down before you know ANYTHING about it really (aside from a few ideas that can change. anything is possible between now and then). i think its really to early to say much about the game, personally i would not preorder right away when a game is still in a planing stage (even if it is based off of a established base game, a number of things
[quote who="myfist0" reply="9" id="2889709"]In photo shop you can maybe its the version you use?[/quote] when you actually click delete it says you can not delete RBG channels. it least for the version of photoshop i use to use about a year or two ago (cs3) it did.might have changed in the newer versions i dono. not dishing out 1-2 grand for em.
can you even delete the RBG channels? in photoshop you can not.
i haven't used gimp myself but if its anything like photoshop, you just cant turn off one specific color (im assuming your thinking of red, blue, green, alpha channels). i could be wrong though, since the dds plug in for photoshop could be a bit diffeent than gimp, and gimp could just handle channels and layers differently. what exactly are you trying to do might help someone understand what you need done.
[quote who="ManSh00ter" reply="649" id="2887965"]Softimage is way better than Max in my opinion. Easiest, most time-saving user interface I've ever had the pleasure of working with. And once you get into ICE simulations and building your own custom shaders... hell, even its built-in compositor is decent enough I hardly ever have to go to a third party app to do post process work.[/quote] either way, softimage is still made by autodesk. but i gu
3ds max is one of the major, if not the major modeling program. well that and maya which is also by the same company. it least the schools around here use it. IMO its one of the easiest modeling programs to pick up and learn, mostly everything is rendered as you do it, its got one of the best interfaces IMO (although your still going to keybind everything) and its just nice to use. the downside is as i said, unless your in a school where you can get it for free, or at a reduces price, its dam
it cost around 4k total for the lastest version (with no upgrade). unless your a student of a school who happens to have an agreement with them. http://store.autodesk.com/store?SiteID=adsk&Locale=en_US&Action=DisplayProductDetailsPage&productID=185164700&pgm=12938000&ThemeID=1293100&Currency=USD&resid=TViPzgoHArEAAFg6RfwAAAAJ&rests=1297649613839
what modeling program do you use anyhow iskatumesk?
dont currently have a modeling program installed, ill post some later today or tomorrow should i find it (or download a trial version of 3ds max, which im most familiar with, worse comes to worse ill try xsi, although i doubt that will work well)