I changed mine to a population of 10. I figured it [i]was[/i] a base, so it could use some janitors.
foodro
...and at a burst count of 10000, your computer would probably kick you in the nuts. :)
I think it's just going to (unfortunately) be down to the end user having to make a decision of one mod (for the major/conversions). X3 is similar with a couple of the major mod packages, you basically have to pick one or the other. The big difference between the two games, Sins isn't as necessaily as long term (per game, Sins games can range from a couple to several hours, X3 can range up to weeks). So with Sins, you could play one mod one time and another some other time, swi
There's really no trick to it. I just unzip each mod I'm interested in, then compare the date of each file in each folder, picking the newest ones and throwing them into a combined folder. Not all mods change the same files, so it's just a matter of putting the most recently modified files together into one folder. I've got a couple of Uzii's mods, skyboxes, new textures, to name a few. If two mods do change the same file(s), you just have to decide whic
Well, since the research thing is already done, I don't have to worry about doing it. :) Good info. Good job.
I was tired of all the multi-leveled research subjects, so I just made them all single-level. Which cost the same as the two, and gave the final upgrade amount. It doesn't make anything cheaper/faster, aside from now you only have to click it once, if you've got the resources.
Yep. I'm trying to get my head around re-texturing the asteroids with X3s textures. I just think they're far better to look at... I had a hunch this would happen, I buy the game and spend more time modding it than playing it. :)
Bummer. Just wishful thinking on my part. ;)
Yeah, there are only a few backdrops in Sins, that I saw. As opposed to almost 30 in X3. I did replace the star map though, it definitely looks better. It was part of an X3 mod.
[quote]Until 1.03 anyway, when we'll only need the mod-specific textures Good catch Uzii, I didn't even notice.. but then, my excuse is I was rushing *out* of work, so[/quote] Oh really? Nice. So mods will work more like a merge than a "preferred install"? I thought it was somewhat silly (and volumous) to basically relocate the entire install to the mods folder. Will this work with everything (entities/windows/etc) as well?
RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity Find the lines: researchModifier modifierType "CapitalShipMaxSlots" baseValue 1.000000 perLevelValue 1.000000 Change "perLevelValue" to whatever you want. You can do that in all the MAXCAPITALSHIPSPHASE (0-7). In the "0" file, you can also change the baseValue number to whatever you want (would be the easiest). This would be the amount of cap ships you can have before any research. So if you put 50 in
You can merge mods though. It's a bit tedious, but it works. If a mod isn't working, you may have the files in the wrong place and/or the wrong structure. Most of the mods I've grabbed all have the same core files (window files, textures, gameinfo folder), so you can just use one as a base and edit the files you want in the rest of it. That's all I did. I've got about 5 mods combined at the moment.
I'm currently trying to put X3 textures (planets, etc) into Sins. The celestial objects (particularly the asteroids) looks far better in X3. Still trying to figure out how to get them to work.
Tells you the truth then, doesn't it? I suck at math. :P
[quote]in case you mess something up.[/quote] That should be [i]when[/i] you mess something up. :) The joys of modding, 15 ways to ***k it up, one to get it right.
My bad. I didn't get any coffee this morning, my reading skills are lacking as a result.
lol. Exactly. That, and/or when graphics cards are running at 2ghz... 3 and 4 contradict each other? :NOTSURE:
Deckard, I think there's another piece to the puzzle, the Game.MusicData file references the various trouble and battle themes. I think if you add to that, as well as the SoundMusic file, it *might* work. There's also some music/theme stuff in each Player[race].entity file. I'm going to PM a mod to have these posts split from this thread (I don't want to derail it anymore than I have). Maybe even get a dev's input on how the music/sound structure works with all the files.<
I changed mine to Confucius sayings. :)
I *think*. I'm still testing it out. I'm just starting this, I *thought* it played a new one, but it was with similar music (and I wasn't really paying attention to it like I am now). The game didn't freak out with changing the 74 to a 78 and adding 4 new entries at the bottom. So that's a good sign. As far as just changing names in the SoundsMusic file, that part 100% works. So far I've tried mp3s and waves and it didn't have a problem. I'll try to update with n
Changing/adding tracks is apparently very easy. You can add to the list, and subsitute them in soundmusic.sounddata: First two lines: TXT numMusic 74 The "74" is the number of entries. You can add new ones to the bottom of the file. Just change that number to correspond to how many you've added (eg, add 4, change it to 78). I added new entries at the bottom, and they worked. The other nice thing is, you can use mp3s, you just have to tell
I was looking at the brushes too, I'll give it another shot. There [i]has[/i] to be a way. The only reason I'm wanting to do it, is to use different fonts. Some are less condensed than others, thus making the lines of text longer and sticking out of the card space. That, and if I can find the location of that card, you could relocate it to wherever you want it.
Maybe you could edit the texture used for it to make it "invisible"? That, or possibly in the colors file?
Indeed. I too am curious about the method. So if you could please elabotrate, that'd be awesome. :)