yeah im not sure what the heck is going on here. I upgraded to Windows 7, but I doubt that would be causing this. I'm going to try rebuilding the mod and see if I get the same error.
Fendryx
Alright, I'm going to bug you guys again for some help. I got the first version of my mod working, and it worked really well, played a full length game without any issues. Then I decided I wanted to tweak the maximum number of capital ships to a slightly higher number, and now for some strange reason I can't build Starbases. Every single system I try to build them in says that I have exceeded my maximum number of star bases for this system. And looking back on this
yeah it helps alot, I got it working :) I remember having trouble with learning the manifests when trying to figure out how to load custom maps. Thanks for all the help everyone (And thanks for the programs Harpo!)
Okay, so can I get a straight answer, where does the entity.manifest file go? The GameInfo file? and because I am working on an Entrenchment mod, which GameInfo do I put it in? The original sins, or the entrenchment gameinfo? So if I am being a total noob thing, but this manifest thing really isn't making any sense...
Yeah it helps a little bit. I 'think' I got my GameInfo files converted correctly. I'm using the SMT program, which seems like it converted the GameInfo files So here is what I have, hopefully you can help me figure this out Mod folder: C:\Users\Kevin\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\test2 inside this folder there is: GameInfo, Entrenchment->GameInfo, (brush, entity, galaxy, playerPictures, playerThemes
okay, I'm not new to modding, but I am stumped here, I got back into Sins after about 6 months or so. I updated my game to the most current version of the game, and went to rework my personal mod. But for some reason every attempt at a mod I make the game freezes while trying to apply it. I'm thinking it is the resource file I downloaded off this website (ForgeTools, I'm using the reference data that came with it). I'll go and throw my numbers into the gameinfo files
Thanks for the replies everyone, that makes sense. Still don't understand why these rebels would attack me though ;P
Pretty good, and probably not too far as to what would happen. I don't like the idea of dismissing the "force fields" as irrelevant though :P
Alright, I made a fairly good map this evening, 3 main star systems, one player starts in his own system. roughly 33 planets per system, and they are spiral towards their sun. Anyway... so I'm trying out my custom map, doing pretty well (holy crap trade income gets high when you have a 32 phase trade route). Amassing a force to start my first offensive on one of my two opponents, when all of a sudden I get the message I have lost a planet to enemy forces, and im sitting he
Alright... I downloaded the mod developer tools (Sins of a Solar Empire Entrenchment 1.03 Dev), and I keep getting errors... First one was Fmod.dll, downloaded it, put it in the c:\windows\system32 folder Second one I downloaded was Binkw32.dll, I installed it into c:\windows\system32, with no progress, read further and realized it needed to be in c:\windows\system The first error I got with binkw32.dll was it couldn't be located. Second error, I got a lo
Okay, I have been trying to do some research about trade ports, and how they work. I know that Each trade route is worth a base 1 credit\second, and each phase lane jump from there on increases the value by 0.075 (4 phase jumps + base = 1.3 credits\second) Now my question is this: Do I only want to have two trade ports, with the longest possible trip? Or do I want to have a trade port in every gravity well from point A to point B? Any other useful insight wou
I've been recently testing my skills against the hard AI, which prove to be an even challenge for me, but my only complaint is that these games get to the point where you have massive fleets, to combat the AI's similar sized fleet. I guess my biggest complaint here is that at the highest level of fleet capacity the upkeep is around 75%. That means for every 100,000 credits earned, you only get 25,000. And in games where you often meet a stalemate at a certain planet and ar
[quote who="Mooster" reply="1" id="2315240"]I think the GOTY doesn't include the patches, they all require online download as for entrenchment offline, i think they are going to make it onto disc after all of the expansion has been released[/quote] I don't understand why ICG wouldn't include all of the patches up to the date they started making the GOTY edition. I also don't understand why they are releasing a GOTY edition when only one of the three expansions have
I created a simple map today in GalaxyForge, installed it in the GalaxyForge file of in my user\local data\...\ directory, and it appeared in the game (yay). When I try to play it though, it automatically makes me lose the game :*( Does anyone know what I can do to fix this? I'm running Entrenchment 1.03 btw
I would really like to see alternative methods for capturing planets rather than brute-force. I was thinking something along the lines of covert-agents infiltrating the planetary governments and causing either a rebellion or a chaotic collapse (rebellions would result in the planet's purchasing [such as colonization ranks and exploration] still being in tact, and the collapse would cause the entire planet to be loss). I think the factors behind these covert agents would be effecte
[quote who="Bravenue" reply="1" id="2171147"]Which game version do you have? In the latest one (1.16 and 1.02 for Entrenchment) there is a 'GalaxyForge' folder in the game's appdata directory. Vista: C:\Users\YOUR_USERNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire\ XP: C:\Documents and Settings\YOUR_USERNAME\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\ Put them there and they will show in-game as 'custom maps' (
Aha! That's it right there, thank ya :)
[quote who="alway" reply="9" id="2042540"]Nuclear cars will become the norm, and will pretty much dominate every other variety by around 2077.[/quote] I really hope you are joking :) *enter nerdrage* Okay, here is why we will NEVER use nuclear power for transportation. 1: Nuclear Energy is NOT clean, it may not produce carbon monoxide or dioxide, are other harmful substances, but nuclear power runs of a core of a radiactive metal (usually uranium 238 I believe)
Alright... I used to be able to easily and quickly edit the GameInfo files but now I can't seem to figure out how to lol... I can open the files and view the data (I'm using NotePad, and have tried WordPad too) but it won't let me save the files as the normal .ENTITY type. Any pointers? I recently took up modding this game again after probably a 6 month break and just about how to do anything lol.
Hmm I am not exactly sure as to how you go about doing this, the targets your looking for will either be planet bonuses or the planet data itself... My only concern with editing the planet bonuses with this new one (and making it's occurence chance 100% like your saying) is that it would shove out all other planetary bonuses. But again, I am not totally sure that that will even be a problem. Maybe if you try entering some code into the planet bonus data like this:
Umm, well I just downloaded the ForgeTools off this site today, not sure about how to update it
Well I got back in to Sins yesterday and wanted to change a few aspects of the game that I didn't agree with (like the upkeep, I think it's a tad high). So I created a new mod that changed the upkeep to a more favorable number in my eyes, but I can't seem to get my mod to work. It is appearing in the mod tab in the game, but when I load it I keep getting a Runtime Error Is there a specific file that needs to be with the mod to make it 1.12 capatible?? I was thinkin
Just a heads up on some of these mods you want to do... It isn't that wise to make a fleet cap of over 10,000 unless you have an extremely powerful computer. The fleet cap at 2,000 may seem a bit restricting (especially on large maps) but I believe the developers thought that most people's computers would be capable of supporting that much. As for actually modifying it though, you need to go into the gameinfo file and modify the tech's for each and every race on every si
Are you installing them to the galaxy folder in the game directory?? Not the user direction (under application data, local data, etc...)
I always imagined far off in the future space battles to be fought similar to SoaSE, only I can't imagine that the ships would have so few guns on them. I mean come on! A big old capital ship isn't going to be equipped with only three main guns. They'd probably have a master cannon, hundreds of anti-fighter\bomber flaks\rail guns (probably some form of lasers to be honest), hundreds of missile pods, support weapons, and a lengthy crew of fighters. As for the cruisers, its the same de