[quote who="harpo99999" reply="12" id="2145453"]rezulin, I found it quite easy to do the exact mod you requested I will outline the steps needed 1 get/create a set of reference files for entrenchment 2 create a new folder in the mods-entrenchment v1.02 folder and name it something like "sb increase" 3 copy the program files\sins\entrenchment\entity.manifest into the new folder 4 from the reference set copy the starbase*.entity files to the new folde
StCobalt
well. it still cant produce ships without making an ability to spawn a specific ship. would look verry off when hyperspacing as well. but ya. if you just want the look you can make it level and have it upgrade certian things through research instead. its all in what your looking for and how creative you want to be.
did you try opening the other mods custom race files and seeing what they got it marked as?
notepad. you got to download or convert the game files into text using the convertdata provided in the sins directory. theres 2 GUI's that you can use with it as well, both should be within the last 3 pages of the forums.
lol. well there IS limits to what you can do. yes you can have multiple kinds of starbasses depending on what you design them as. you cant really add/remove the current 3 currencies (crystal, metal, credits). your limited to grav wells as far as movement goes, although you can make the grav wells huge. you can have essentialy as many planets as your comp can handle, same goes for ships if you mod that in. you can mod planets but thats verry limited. you can redo the stats of all ships however
capital ship levels are hardcoaded. the only work for capital ships and nothing elce. not sure what had levels setting does but there is no template for what goes there. keep in mind that the structure of the .entities are defined by what entityType the file is.
probly not. i never really touched that myself, it would help if you mentioned where you came across this.
dont know about stress but i prefer max ocer XSI (although i usualy use it for rigging rather than creation, so that question does not apply at the moment, im still learning how to reate uv maps and how to texture.)
they are actualy spawning in the play area, just on a y axis (up) :p also the reason why it works better with some meshes ove others ids due to dummy points on the actual mesh (model) itself. a scout is not riged to carry fighters and its ability points are probly a little off for spawning certian things. depending on how many frigates/fighters you want to spawn you may want to use a spawn squadron or spawn frigate ability over something like fleet beakon. (direct spawn abilitys spawn the shi
ya. i havent tried this GUI but i use the other one which is quite handy. they should either make a 3rd party sticky listing all 3rd party tools created or make some of them sticky. specialy since a lot of people ask about them. another thing they should stick is tutorials.
i found that 3ds max 9 works best with the sins tool. ive tried it on 2009 trial and it did not work as well.
ya. there are many brick walls that you have to get creative to get around. the SB was just added in entrenchment and was ment to be more of a static defence in which you pay to upgrade rather than level through experiance. it is a pitty that in most cases you can not add experiance levels as well as make more things level that way, however at the same time it reduces the micro management a lot and balances out the game a nice bit as well (because a pure level 10 fleet would be dam near impos
well it really depends on what ship you put these weapons on. if its a ship there is gonig to be a lot of, then its advised it be under 10, if it will be a ship you only build 1nce or 2ce then you can go above that. as i said, there is no limit but the engine will experiance lag if you have to many and may even crash. it is also majorly computer dependant as well since sins can lag the best of computers if you have too much content in a game.
as to weapons, there is no limit but 10 per weapon is generaly the point at which the stability will decrease and crashes will occur.
this project still alive?
Bump. handy little tool.
bump :p another handy little tutorial.
Bump. its a pitty good tutorials usualy get burried.
its not hard to convert them. therse 2 diffrent converter GUI's for the ConvertData files that come with the game (in the sins install directory). the gui's make it so that you can convert files faster than just using the ConvertData through the comand prompt. ConvertDataGUI took me around 30 min of searching to find ti. well have fun.
how a starbase works is you get so many upgrade points (8 is default, you can mod this to be higher or lower) in which you can purchase upgrades. now going beyond that, you hace "mesh" upgrades which change as you purchase starbase upgrades. (each starbase upgrade has its own .entity file detailing what is added, changed, etc.). the number of total starbase upgrades can be set in the main file but can not be changed dynamicaly in game.
ya. later on today ill start moding it and see if it will. but for now ill wait for others to post while i sleep.
you got to WANT to learn it, i have fooled around with dummy points and whatnot but ive never went head first into creating models from scratch yet. maybe some other times. i know nVidia had a DDS plugin for photoshop. not sure if it works for gimp. on another note, not sure what plugin options you have, but generaly speaking for the photoshop one, you do not load mip maps. (tired and didnt read what you sad correctly). should probly wait for someone elce to answer this
really like your capital ship, shipyard. not really into BSG but nice models.
problem is most people use more than this base mod. so in most cases it would not work.
ya i know that. was just wondering if you made a passive ability take away 1 anti matter per second and then disable when theres no antimatter left, would it actualy disable or continue to cast even though theirs no antimatter.