I can't imagine why there is an influx of people requesting playtester status at http://www.stealthblade.net/7sins/forum/ New templates placed (from GalaxyScenarioDef) on a "Gigantic Freelanc
HouseRalan
Depends... Vanillaluva -get 1.1 Mod-Junky -stay 1.05 until mods get to 1.1
Helio, I love your work. I'm working with 7DS on the GalaxyScenarioDef file -got working Advent, Vasari, and Empire Militias in (on par with current militia) and considering adding more races for placement. Made some nice "Pirate-ish" templates -they will really like your space stations. Love the work m8. Register at [link="http://www.stealthblade.net"]7 Deadly Sins Forums[/link] Danman will hook you up with access to all the neat stuff. I PM'd you, Helioforge, with pi
lazerblade, you've inspired me... I've added some nice stuff for 7 Deadly Sins. You sir will have a planet named after you. [img]http://home.comcast.net/~futher/sins/00.jpg[/img] [img]http://home.comcast.net/~futher/sins/01.jpg[/img] [img]http://home.comcast.net/~futher/sins/02.jpg[/img] [img]http://home.comcast.net/~futher/sins/03.jpg[/img] [img]http://home.comcast.net/~futher/sins/04.jpg[/img] -What I've already got working for 7DS Beta. [img]http://home.
Interdictors should be similar to the DDG-U that the rogues have. Set the ability long range, long duration, fast cooldown for multiple ships disabled. :) oops, responded to kitkun on previous page and didn't notice scratch's post. Great minds think alike :)
Thanks for clarifying Aractain. Size... ;) slow, steady, always increasing SIZE, that's why the ladies and gamers love 7DS.
Build 1 of capital X and instantly receive 2 cruiser A, B, C, 1 D, 10 frig A, 5 B... etc... tough to do. You can edit the entity files and modify the slot cost for all ships/structures. Basically a tough thing to do. The Capital ship would likely need something like Return Armada to "spawn" ships to itself, but that would require a bit of tweaking research and modifying the "Return Armada" in ways far beyond me. Having "built" ships locked into where built probably impossible to do -
Aractain, not to be a complete ******* but 7DS does not "STEAL" or use anything anyone else creates without the approval of modder(s) that made it. Rogue Race is in because the modder gave Danman the ok. Empire -approval giving for inclusion everything else that hasn't been created by either Danman or those working with him -approval has been given. If a modder(mod team) doesn't want something in 7DS, they just say "sorry m8" and it's not added by the 7DS team. <b
I wish I knew how to do that specifically, but with "Bases" and/or militias and/or "roaming fleets" you could set a planet to be "pirate" but the ships there be of a specific race. The "Imperial Mandate" map, I overrode each planet default and added an "Imperial Militia", but I could have made the map inhabited by Advent, TEC, or Vasari ships. For the "Bases" they are "PIRATE" like the standard "Pirate Base", but the ships/structures are different races. Hit me up on t
Kitkun, you like? :HOT:
stunned silent... :HOT:
I've got the GalaxyScenarioDef editting down, now give me a campaign editor :) [link="https://forums.sinsofasolarempire.com/306277/page/65/#1840230"]Editted GSDef File Pics![/link] Come on, I'm sure y'all can figure out how to do it.
Everyone got your bibs ready? Keyboards and monitors protected by plastic? Here they are: TEMPLATES [img]http://home.comcast.net/~futher/sins/galaxyforge_templates.jpg[/img] Bases: [B]Rebel Enclave[/B] -currently TCA (military counterpart to the TEC) forces occupy and maintain a guerilla movement against humanity's enemies. [B]Refugee Center[/B] -Atlantian Capitals guard the refugees tired of the senseless destruction (Tec/Psi/Phase ships/structures pre
KitKun, I'll post them if Danman gives the ok. Dragoaskani, you should get 1.3d :) I'm keeping 1.05 until 7DS 2.0 Final works on the new release. I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep. As for the GalaxyScenarioDef file, you'll need to delete only a few things and make proper # adjustments to the X count entries. You might also have to cut entire chunks out, but don't worry... I won't cry
In addition to all the cool content everyone is adding to 7DS 2.0 FINAL... Expect a totally massive GalaxyScenarioDef file to go with it. I've got a 196kb file working stable with lots and lots of extras for map design. Current stable GalaxyScenarioDef file -not final though. 366 planet item types giving full access to anything the races can build. All 9 artifacts available for placement + the crystal miner bonus. No plans to make a bonus list (it's huge and maps ca
meh... Think stardock will have to make the changes. I've seen the AI do crappy research even being set on hard AI: research.
By the time 2 comes out, I'd expect the dev's to have a fairly in-depth campaign for the TEC, Advent, Vasari -not just for 1 race but playable by each faction and different for each. In essence a campaign that tells the story of each crafting it's empire and the difficulties the must overcome.
How does one go about buffing the AI types, Easy, Norm, Hard, etc to build more tactical structures, more labs and actually research (no more of this 2-3 weapon labs and craptasticly researched tech), higher fleet research and better fleet composition? Rather tired of seeing AI -hard on an extremely large map do pitiful research. I've even tried gifting the npc's with labs and they don't do much in the way of research. They might build up to 250k credits, 100k metal/crysta
The Tin Foil Hat remains researched to 3rd level. Keep away with the disabling beams! I know that people will be able to mod stuff when 1.1 comes out. Will existing mods work with what's cooking now; what sort of things will modders need to change in mods made for 1.05 to make them work right in 1.1? I hate the forum search tool so spoon me the info please. I couldn't get the search to find "Dev.exe" so I don't have high hopes that I'll find the answer.
I play for the SINS MODS; if not for them, I wouldn't have played SINS longer than a week. How MOD friendly is this 1.1 gonna be? Are mods for 1.05 going to have to be totally reworked to be 1.1 compatible and is this a demented way for the DEVS to get everyone playing vanilla instead of chocolate, pineapple, uberdubbatootiefruity and all the mods that completely blow away vanilla until modders get their work functioning in 1.1?
just be sure to backup the original galaxyscenariodef file, if you want to play online you probably need it.
If you want to define what ships/structures are present at a pirate base, you'll need to modify the GalaxyScenarioDef file... which if even 1 thing is wrong, even a typo, additional "Tab" in the wrong place, missing " or "" where it shouldn't be the game will crash to hell. Trust me, I'm modding a GalaxyScenarioDef file and been banging my head against the walls, cat, fridge -yes, cat repeatedly- trying to get the thing to work for about a week (ask Danman)lolz. It's been typos and the
How many maps have you made before? If you haven't made many, I suggest starting small. what is the scroll height and width? SCALE: for really large maps, like the one I have that is 5000x5000, try 8000 to 12000 and save often, load up the map until the distances are manageable/playable to your liking. Mine is set to 10000 for that massive 5000x5000 map, but something else might work for yours. Remember, you can create massive maps like that, but remember it'll be a
For people who won't get the .NET stuff, they'll figure out a way or go away. The +58karma Monk gives perhaps the nicest "STFU" post ever. :CONGRAT: The Impulse only warning has been around for a long time now. Still most will DL the .NET crud out of sheer necessity and choke on their pride later. Remember, it's only your soul dying, after that nothing really hurts.
Where is the fat book of error codes? WTF do these mean please: c:\gs\gamma\03\CodeSource\Engine\DataStructures\FixedArray.h(117): assert! [i >= 0] c:\gs\gamma\03\CodeSource\Engine\DataStructures\FixedVector.h(155): assert! [m_CurrentSize