ya. but you can use certain ones unless you edit the trade port/refinery/broadcast center. but im working around it until i start modeling.
StCobalt
Edit: [link="http://files.filefront.com/GalaxyScenarioDefgalaxySioDef/;11028370;/fileinfo.html"]WWW Link[/link] for the file. Keep in mind that if you have "Neutral colinies" maxed on the map designer (or in galixy forge how ever that works) there will be milita planets just no combat ships in orbit. it is possible to do if you modify a few files wich determine the milita spawn for a planet. i think it was the GalaxyScenarioDef.galaxyScenarioDef, download the mod tools, and then fi
well considering you have to update for every new version anyhow, why not continue? (unless they changed something while i was absent with modding)
Huraw, got it to work! only took 6 hours to find out you need to have it set to "Channeling" for a phase stabilizer to work >. New question is tho, can you make "mobile" refinery's. how are the refinery ships linked to the refinery? [IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/ScreenShot_20.jpg[/IMG] [IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/ScreenShot_21.jpg[/IMG] [IMG]http://i132.photobucket.com/albums/q26/ShadowCreed/ScreenSho
i know about that. im trying to make a frigate that uses the capital ship yard mesh create a phase stabilizer, problem is, it wont. (no minidump, it just wont create the node). im working on this but its going to take some time.
say i was going to use all the original textures/models to a building (take the capital ship factory for example) and replace the ability effects with effects from the originals of that mesh, would the ability still work? basically what im trying to do is make a jump gate that is a frigate, using an ability like that of the Phase Scout. so far i cant get the actual ability to create a phase node but i can get it to show up as an ability (ie, everything except the actual effect works)
lol id really need to read a tutorial on that then. i only have experience with coding for this game. and no practical experience with modeling. so.... if you feel like writing me a turorial or pointing me to one id appreciate it (i haven't a clue about dummy points or anything mesh related really.)
didnt think abilities required anything on the model.
basicaly all im saying is im using a shipyard mesh file on a frigate (think of the deployed turret the carrier drops) and giving it the ability to create jump points to and from it like the phase gate. i put it to Lrm part to support for now but meh, my question basicaly was does it matter if the SupportRoleType is not correct? and what exactly does it do?
now before people say "it cant be done" im still fooling around with the idea. at any rate im just wondering what id put for TXT entityType "Frigate" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE autoJoinFleetDefault FALSE canBomb FALSE frigateRoleType "Lrm" statCountType "FrigateSpawnedByAbility" what im doing is making a gating system that a capital ship can deploy that last i
This mod sounds interesting. One thing im going to ask tho, is do you plan on changing the "Culture" part or it least, add is a supply like aspect (in games like EvE there IS a supply aspect to POS (player owned stations) and fleets, which, it sounds like your basing the classification for your ships off of). IMO it would add a bit more depth to the game if you needed to have your planets connected through "supply" routes (which would take the form of trade stations but help increase "culture" b
ill give you a tip, go to user.settings in your directory your mod folder is in. open it and scroll down to the bottom LastSelectedAreTeamsLocked FALSE LastSelectedArePiratesActive TRUE [color="#FF0000"]LogOutput TRUE ShowErrors TRUE[/color] ZoomSensitivity 0.400000 SavedGameFileFormat 1 RecordedGameFileFormat 1 TiledScreenShotSize 5 the defaults for thoes highlighted are falce, turn them to true (while modding, its a great resource)
ya... the tec gunship has the same mesh as the tec fighter.
actually if you looked the mesh files out tec has a gunship as well. Im playing with it now, ill post some images from the little trial im doing now. (it will also be a part of a little mod im putting together here and there....)
cant edit my previous post so sorry for the double post, but just to clarify a little more, here is a section on the gameplay.constants file where the capital ship leveling is stored. TXT GameplayConstants pingTime 10 zoomDistanceLevel0ScalarForPlanets 1.5 zoomDistanceLevel0ScalarForNonPlanets 5.0 zoomDistanceLevel0 1000 zoomDistanceLevel1 65000 zoomDistanceLevel2 4000000 nearFarThreshold 180000 baseHyperspaceRange 1000000.0 jumpAngle 45<
you could just make all the exp requirements for all the levels 0 or 1 so that it is basically instant leveling after the first kill type of thing.
you could try editing all planets themselves to have the phase ability but meh, this works too.
thats a hard one to explain without giving an example. first things first, rename the .entity file to the name of the new ship, then you can change the mesh for the ship in the actual .entity file (there will be 2 lines to do this, one for the mesh, one for the engine glow) that is it for the basic model. ill look up an example for you there in a sec. m_weaponIndexForRange 0 mass 10000.000000 ShieldMeshName "Shield_TechSiege" maxAccelerationLinear 100.000000 maxAccelerat
not a problem. always glad to help out where i can.
i dont play Sins an extreme lot, i mod it mostly when im bored.... anyhoo, i prefer to wait for a more complete version. As to the work involved in merging mods, as well as adding to them, i know what that is like all too well (and how much of a head ach it can be)
Well, i never really got into this particular mod so far, but seeing as your pretty much taking the best of all mods on the forum, it will be interesting to see how the end result of this turns out. Just going to say best of luck for now, will be waiting to see how this mod turns out.
sad that this mod ends here as a stand alone mod. hopefully tho, it will go to greater lengths in the 7 deadly sins. well, best of luck ^^.
[quote]ehm, just a simple question:how do i have to install the mod? do i have to make a folder called "mod" and copy all files in it? or what?thanksdennis[/quote] Start up your game, go to options, then to mods, and there should be a button to show the mod path, copy that down, then open up IE and type the path down, or search for it manually. once you find the mod folder, unzip this mod, there will be 1 folder with another folder by the same name inside it, along with a readme, c
you could make a frigate with the fighter mesh. i did this for a Recon drone i made in a private mod of mine (still in the works). but there is still some limitations to how they function if you do this, ie, they dont have trails. thats one way if you just want the fighter look. they can also jump like this. Edit: unless you meant just the fighter/bomber squadron itself, and not a single fighter/bomber.
Meh, scratch that, found a way. but ill still keep the topic up in case i run into any other problems with creating abilities.