God yes, you mah hero. :)
lopanhouki
I am unable to modify the orbital defenses, and I am thinking it may be because forgetools3 only shows as supporting entrenchment 1.01. Am I wrong? I even created a test mod, just copying the four relevant .entity files straight over, unmodified, and it either generates a minidump or the game soft locks when trying to enable it. I was modifying these files fine in 1.01, so I do know what I'm doing as far as file paths and such. </
Yeah thanks, if you find anything out be sure to let me know. The AI that controls my starbase works fine, it auto detects enemies and floats around killing things without me having to tell it to do anything, but the enemy's just sits there. I thought the same AI/targetting would be controlling them all, but apparently not.
The linear speed is one of the variables. The following are also set to zero, and need to be given positive numbers to work properly: maxAccelerationLinear maxAccelerationStrafe And rotateToFacePlanet needs to be set to FALSE, for obvious reasons (how weird would it look flying around and always facing the planet, lol). Oh, and you have to set the attack radius to entire gravity well, instead of hold position. </p
Making starbases movable was easy, and works fine for actual human playerse, but the AI still refuses to move their own starbases. Not sure what I'm overlooking (I hope it's something simple). Is it still something within the entity files, or is it a whole different can of worms? All I did was modify the PSI and TEC entity files for starbases. I assumed that setting the default spawn of each starbase to "Gravity Well" instead of "Hold Position" tactical setting wo
Thanks so much for the work on this Cad (and everybody else who has been tweaking and uploading). It works flawlessly so far, of course I have yet to finish a game... but that's my own fault, for playing huge multi star maps. :D
I can definitely say that at least with entrenchment they are correct. I just tested it multiple times modifying starbases to move, and I only needed two entity files (converted to binary), and it worked flawlessly. No structures were missing, or anything strange like that.
Filefront seems to be having some problems when I tested the download link for the updated file, I put it up at a mirror until they get their act together. Just a quick fix to make so the default mode is "gravity well" instead of "hold position" the first time you build a SB. http://www.filefactory.com/file/af3h5f6/n/starbasesmove1_1_zip
http://files.filefront.com/starbasesmove11zip/;13403773;/fileinfo.html It annoyed me that only the Vasari starbase could move, and it just felt totally unbalanced as they are so powerful when upgraded. I could either make all of them move, or none of them move... I chose to make them all move, to make assaulting enemy planets even harder. TEC starbase coming towards you, is much scarie
Thanks again, that was fast. :)
Thanks guys. :) Now for the ConvertData, I do see that in the mod pack, but have never used it. Is it used to convert to binary simply for performance gain? I ask because I have my old text .entity files that I rebalanced for single player, and am using them just fine in 1.03 right now. Granted, there's only like 4 of them, and they only modify the orbital defense platforms for each side, but should I be converting them to binary?
Jeeze no kidding...well as long as we know we will eventually get to edit the files again, otherwise we just took a huge step backwards.
You mean you can't read them when you open? If so then... yeah me too. If I misunderstood then nevermind. :)
I'm like, really tired so bear with me. Trying to make some little modifications to Sins Plus 1.2 (wanted to change some values on the defensive structures), but upon opening notepad everything's in binary? I edited the previous files before this just fine, before updating to 1.3 and getting the new SP mod. Am I missing something important here, lol?
I know it was thrown about a while back, but I still think having different shield colors would be nifty. :) Was thinking red or maybe green for Vasari, blue for Advent, red or violet for TEC (have to think about that one a bit more). I edited the mesh on one of the cap ships and played around with some of the shield color settings, but couldn't seem to get anything to actually change. But I really didn't know what I should be changing, exactly, anyways.
thanks :)
I'm looking at the PLANETMODULE_PHASEORBITALHANGARDEFENSE.entity and the other two hangar files, but where is the line that controls how many fighters are buildable in each hangar? Is it baseCommandPoints? I'm a little leery about just changing stuff and seeing what breaks just yet, lol.