Status?
HouseRalan
Gabriel, not sure if sec status could be applied to world made in GForge, but templates can define what is present -which is totally possible and very easy to do. 1.0 to 0.8 spawns can be very light frigates, 0.7 to 0.5 a few more frigs, maybe a cruiser or two, 0.4 to 0.2 more frigs, cruisers, a few BC's, 0.1 stack the prior spawn with the chance of a BS spawning too. For 0.0 the template can be set to regularly spawn 2-4 BS's (.8 chance with 2-4 groups having a BS, BC, cruiser, 2
T2 sips can be unlocked with high tier research in military. If the "Empire" research -colonization, travel, mining enhancement is only 1 block, then a massive block can be "Research" that might have some basic T1 fundamental research that leads to tier 3-5 level T2 stuff that allows BPO research that will unlock the T2 ship in the military tree somewhere in the tier 3-6 area. In 7 Deadly Sins, the Rogues start with the basic pirate ships but unlock the AFG series heav
get a working prototype with 2 races frigs and cruisers, then run it by CCP -this way if they say no you're not out much work. if they give the ok, you've gotten the basics down and are ready to mwd in vagabond style with guns blazing. Minmatar Example: Frigate Factory: Frigate section: 8 slots: Slasher (Scout + MWD) Rifter (AC + MWD) Vigil (target designate)<br
sweetness Haiyooo.
hee hee fits like this too? but I'd be happy with most T1 frigs, cruisers, battlecruisers, BS and a dread/carrier for each race.
[quote who="Tempeste" reply="25" id="1964335"]Would be nice to see a fleet of megathrons bombard some Caldari scum. [/quote] Loved the Thron, was a great mining ship and useful in gathering the materials for my first tempest. :) Love that hard mode. the only problem with converting EVE to SINS is reproducing GM scamming, Goons smacking, Russian Logoffski's, and macro miners with DG tanks or macro ratters. GM scamming must be done via Dev.exe, Goons smackin
you might be able to use the older models for SINS, they are lower poly count. I played until 12/24/06 as Futher Bezluden then gave everything to a buddy in ATLAS alliance and left. Was a fun game but too addictive. I'd love to see a mod like this take off.
Set capital ships to have tier 3-6 research required to unlock it and that solves a lot of issues about uber-capitals roaming early vapoorizing everything in sight.
Dan, like many of us -except SpardaSon Bachelor Sextrordinaire [e digicons]:beer:[/e] - have family and lives, school, and responsibilities that must take priority over games. Have patience. Who the heck gave Sparda that much karma? jk m8. I personally look forward to more planet, but will take quality over quantity any day.
Give Star/Clad time, maybe by the time the packages are released that particular hardcode will be changed. Danman already has the English.str file I changed that includes capitalship names for all races that will be in 7DS, they'll probably stay in the 7DS English.str file dormant until awakened by the powers that be -hint, hint -beg, beg to Star/Clad.
I know the TEC/PSI/PHASE names themselves can be changed in the English.str file, but I have 10 additional races each with 40 names waiting for a hardcode to be adjusted to support at least 20 races. I found out that atm SINS only supports 3 races in regard to Capitalship names, which is very different from the NameStringID and DescriptionStringID; it's these sorts of things I wanted: StringInfo ID "IDS_CAPITALSHIPNAME_ALIENA37" Value "Soo'Cah'Teng" St
google WINRAR
to pull it off correctly, you'll need to modify TEC and PSI research to include the Vasari research that allows it (PlayerX.entity files). You might need to create new abilities that spawn TEC and PSI vessels instead of Vasari (gameplay.constants???), then there is the matter of getting the research to display correctly. Others will no doubt throw you some technical information, but while it seems like a cool feature to give each race, only the Vasari (canonically) had the techn
well, what you posted is my fault, that's for 7DS... re-download the link I gave in my first post, it's corrected for Tech instead of TCA.
try putting your map in the SINS/Galaxy folder.
https://forums.sinsofasolarempire.com/174739/page/15/#1952072
post editted by user. Where are the templates in the GalaxyScenarioDef file? Where can we view what templates are available as in GF1.0 and what is in them, and the ability to easily add them to a planet? Accusations aside, which was me being a petulant douche, is this a bug that they don't display?
So I've got tons of capitalship names, know how to put them into the English.str file... Now, how do I go about changing the playerX.entity file, or is a different file involved, to get that races' capital ship to display the name I want for it? Is SINS such that only the 3 races capitalship names are allowed?
Dev.exe is usually used by modders to find problems. "Skip" is great, "skip all" doesn't always work, and "Break" seems "Broken" -doesn't seem to do much. Mostly dev.exe picks up errors in what you edit, which is commonly: GalaxyScenarioDef.galaxyScenarioDef, Gameplay.constants, all entity files, new meshes, buffs, abilities, etc...; anything you edit wrong. Dev.exe won't always tell you what ability generates an error, so introduce new/modded abilities, buffes, etc... in
Please at least ask danman about incorporating 7DS elements into your mods, we're still in development of 2.0 and would like playtesters/betatesters to not "borrow" elements that we still have in testing for their own work -even if you on your own take something and modify it for your use. That said, if Danman gives you permission, give Danman some mad props. By all means however, feel free to assist us in our work @ ht
Check this for mapping. GalaxyForge 1.0 is user friendly, GalaxyForge 1.1 allows easy connection between wormholes in different stars. Personally, GF1.1, imho isn't as easy to use as GF1.0, but can be useful. Also, to make your maps made in GalaxyForge 1.0 compatible with SINS 1.1, check the above link and instead of deleting "randomize...", add it with TRUE or FALSE (case-sensitive). Change version to 2
try this scenario template. Add it to the very end of your map, then in GalaxyForge 1.05 2xClick a planet and you'll see my scenario template in the ScenarioTemplate group. Click it, Add it, uncheck "Default" at the lower left, and your good. One group will always be there as the colonizing force with the chance of additional forces spawning. Good luck, they're tough.<br /
You must start them somewhere, it must be something designated home planet TRUE or the game ended instantly with DEFEAT. Start each race at a dead asteroid designated as the home planet, then use a scenario template with what you want the players to start with: like a Capital Colonyship, a cruiser wing, frigate wing, and some scout ships. Check here for information on "Scenario Templates: A How To" about how to insert one into your ma
I've figured out mapping for 1.05 using the GalaxyForge 1.1. imho, GF1.1 sucks, but hell it connects wormholes belonging to different stars automatically, so it's only 98% crap. https://forums.sinsofasolarempire.com/329520 -Scenario Templates https://forums.sinsofasolarempire.com/330878 -InterStarConnections