-mexxa-

-mexxa-

Joined Member # 3057487
2 Posts 12 Replies 106 Reputation

[quote]Surely you would add to a planet bonus something like "floatBonus:AdditiveShipMaxSlots 10"And that would give you 10 more ships slots each time you colonise one of those planets. Then you simply remove the relevant research tree. However I can imagine the game not being too pleased if you lost a planet and had more ships than allowed by your fleet capacity :S.[/quote] Posted it in another thread, it's too late for me to look into it today.

10 Replies 7,090 Views

researchFloatModifiers 1 researchModifier modifierType "IncomePercLost" baseValue 0.000000 perLevelValue -10.000000 Take a look at some of the research abilities (I recommend the fleet ones) to compose the rest of the txt file. I don't know anything about icons at the moment, so I don't know how to change those but I understand description and name editing (it's not terribly complex) if you need any help with that. If you look at a few skills and then look at their po

1 Replies 2,527 Views

Surely you would add to a planet bonus something like "floatBonus:AdditiveShipMaxSlots 10" And that would give you 10 more ships slots each time you colonise one of those planets. Then you simply remove the relevant research tree. However I can imagine the game not being too pleased if you lost a planet and had more ships than allowed by your fleet capacity :S.

5 Replies 4,322 Views

Currently anywhere, I'm going to try to make it spawn on low HP and slowly build up so you can't surprise attack people with it. I'll look into restricting where it can be built though, fairly sure it can only be built when there are no enemies around though.

15 Replies 9,646 Views

Done all the modding, I simply need some models now (currently the cruiser making the station is bigger than the station itself). Going to keep tweaking the stats tonight though, will try and get it so the cruiser takes a realistic amount of time to produce the station and give the station some abilities (such as repairing ships and producing turrets).

15 Replies 9,646 Views

Tried it ingame, just got some mini-dumps, will keep working on it tomorrow, it's getting late here. If there are any slightly more experienced modders that wouldn't mind taking a look then I'd appreciate the help.

15 Replies 9,646 Views

I've gotten to the stage where I have a cruiser which can spawn the station, with appropriate stats on the station. I'm trying to see if I can limit deployment to uncolonisables but I'm not sure how feasible that is. Going to make it so the charge rate for antimatter on the station is low but have it be able to spawn turrets. Any other reasonable ideas?

15 Replies 9,646 Views

Not sure if this has been posted before, but I've read a lot of complaints about the gameplay speed being far too slow in sins. Purely by accident I found this in the Gameplay.constant files: [quote] gameSpeedData-Slow incomeGameSpeedScalar 0.0 shipBuildRateGameSpeedScalar 0.0 moduleBuildRateGameSpeedScalar 0.0 shipLinearMaxSpeedGameSpeedScalar 0.0 shipLinearAccelerationGameSpeedScalar 0.0 shipLinearDecelerationGameSpeedScal

1 Replies 2,950 Views

You can only realistically resize the mesh by creating a new model. The way meshes are stored is by storing each point and stating all the triangles that join said points used to create the model.

13 Replies 8,210 Views

Surely the game will not accept a shield that intercepts a model? Try a planetary shield, such as Shield_planetsmall.mesh . Just an idea.

13 Replies 8,210 Views

There is a very suspicious looking tool called ConvertXSI.exe . From what I garner you open the xsi file with that and it produces the txt file.

46 Replies 47,483 Views

Basically I was quite unimpressed with the lack of single-player storyline and was wondering if any-one would be interested in a long-term RP-match, basically taking the small amount of lore and playing it out to see who wins. I'm still contemplating the specifics but for sure you'd have 4 teams (Advent, Vasari, TEC and The Unknown) and as I see it at the moment, 5 star-systems (very much up to debate). Starting with 4 actual players with and few defensive-easy ai and replacing ai with ot

16 Replies 5,990 Views