[quote]Hey peeps, just a bit more info. 1) For those of you confused about the texture channel switching, it wasn't completely arbitrary. The channel switching bought us a little more free memory, and improved the visuals for the average user. 2) GalaxyScenarioDef file has no limits that I'm aware of. There certainly isn't a KB limit. The number of items and planet types should be theoretically infinite. It's much easier to have no limits in this area because speed/memory/ui conce
HouseRalan
off topic, why the changes in the newest update that are going to cause problems with mods? I'd like to see differentiated string files, might decrease cpu load from that single string file getting worked like a pro at the docks .
So I can put away the zippo?
StringInfo ID "IDS_FRIGATE_[I]XXXXXXX[/I]_COUNTERDESC" Value "" COUNTERDESC uses a stringinfo slot. -meh Is it possible to make a new "Name.str" for planets, stars, capitalship names and taunts; a file only relating to structures/ships/abilities or is SINS designed to use only 1 .str file?
Currently working on 7 Deadly Sins 2.0 beta with GalaxyScenarioDef.galaxyScenarioDef and writing in some new textual changes to description for certain races to be revealed. [B]STRING FILE[/B] - This is perhaps tha biggest limit, as it limits the mods as a whole, and I reached this limit today. The limit for the ENGLISH STRING file is 5746. After this, the game will no longer reference the structure, ship, tech, planet, etc. And if you mouse over that particular new item, the game wil
only the mods in development keep me playing SINS. the sequel had better damn well have a kick ass campaign editor -i'm hoping something like FRED2. If you don't know the program, find it. Damn it's fun being old.
I saw several fighters end up being pursued by npc gardas at about midway between two worlds. Was funny to see them out that far. Docked the fighters and watched the gardas take 4 minutes to return to the proper gravity well. Long Range Phase Jump... if there are two "STARS", then you can jump to that other "STAR". If there is only 1 star, it's not worth researching it. Same for wormhole research, if no wormholes, waste of resources.
Free Expansion?
open in notepad. make sure first lines read like this ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TXT versionNumber 1 isBrowsable TRUE browsePictureName "" browseName "" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Put map in main install directory, "Galaxy" folder. You don't need a browsePictureName or browseName. -also check to see if the map was designed for a particular version of SINS or requires specific mods. PM me a link to your map and I'll take a look
Would be nice if the AI researched properly. After playing for 5 hours for giggles on a large map I checked the "Normal Researcher" Ai and it hadn't done *(%-all in research beyond tier 3 mil, tier 2 civ even though it had 8 civ/mil labs. Fleet research was appallingly low, cap level 2, fleet capacity 3? WTF. Improve the AI a bit.
any plans for a comprehensive 1.05 galaxyscenariodef file with everything that is available in 1.05? Would be nice to place anything that can be in the game through galaxyforge for prebuilding.
how about a more advanced GalaxyScenarioDef.galaxyScenarioDef file with more items in it? Seems a bit limiting to not be able to place any ship/structure available.
How about fixing SINS so it's easy to assign player start and team start locations, then we won't have to screw around with the map.
care to explain just a little bit more? Say the AI I've started off with 4 civ/mil labs is Advent... How would I start them with capital level at 3 and fleet capacity at 6 or with all of tier 1 and 2 of military/civ tech researched?
the AI is a bit weird. Give them 4 planets, 8 civ/mil labs, tactical structures (with tac upg at planet maxed), and 2 million credits, 125k metal/crystal and they don't make the most of it. You'd expect zomfg fleet research to at least 4 cap, 6 fleet cap, mil tech spammed way up for hard as hell ships, and some civ tech done... No... the idiot AI had 3 levels in fleet cap, 2 in capitals, only minor research in military/civ and a fleet that made me cry. I spent 30 minutes queueing re
If you want a "free" colony ship for the rogues, do what I figured out making custom maps (check the 7 deadly sins forums -general -rogue maps)... or, find a nice juicy pirate base and try not to blow the LDH ship to hell. It can colonize and boosts shields like a mofo. Takes a bit to manually blast everything else at the pirate base so when you capture it, it doesn't get insta-popped by the pirate defenses and ships. You will however need a damn vicious fleet to overcome the "other
Is there a way to start players with research, civ/mil/capital/fleet-cap, completed from the beginning of the game? Say I make a custom advanced warfare map where each player starts with a 200 point fleet (centered on a 50pt battleship), but they also start with 2 planets, which are buffed, giving the player 5 civ/mil labs and some tactical structures. I figure since I am a generous sort gifting them with "X" labs, how can I start them off with certain research within the civ/mi
sufficient backstory for a novel but not for a campaign? Craig, give us a campaign editor and some more game [link="https://forums.sinsofasolarempire.com/317135"]options[/link] before telling us about the potential for a novel. We'll write an entire universe for you if we have good tools. I've toyed with making campaign-ish maps, but there is only so much Galaxy Forge allows. See [link="http://home.comcast.net/~futher/sins/invasion.zip"](invasion map)[/link] and [link="http:/
[quote][B]SUPERFLEET[/B]: I was deeply dissoponted by this mod. fist of all what i got was a mix of advent and Vasari. i dont see how people were considering this a variation of vasari becuase its not. also you Kor-Ah race needs to be severly worked on. I like the rogues although they could use more caps and a way to colinize planets. Anyway what i meant by i was dissapointed was that i thought i was going to get something different than what i got and it wasnt as good as what i wanted. This mod
[quote][B]GUNMETALXENO [/B]is there a way to add in not just an ordinary auto structure placer. but instead make it a smart auto placer. let the computer decide to where the best and smartest place to place structures. like for instance, auto placing a repair platform where near your ports and around frigate factory or capital ship factory would be at. also likewise with research stations would be near repair platforms. making auto place smarter in strategic way would make it easier to ignore or
Please, fix player start points at least. This is just a simple little thing that people have been asking for for some time. If something so small can't or won't be put in, just tell the community so we don't keep our hopes up. Wanted: Able to designate player start points Able to designate civ/mil/fleet min/max research Able to adjust resources Able to start player with certain research completed
bump... Stardock Dev's... any ideas how to set this up?
the judge is obviously not a gamer. glad blizzard gigged the cheat-maker. So, when is stardock giving the community the source code for SINS? :LOL:
Yeah, I want to make some cool campaign style maps and the current options just don't get my keyboard and mouse vibrating. I can "fake" some campaign elements, but it's like drinking non-alcoholic beer and pretending to be drunk.
Campaigner, we do hate ports. Porting from PC/MAC to boxtard edition is fine, but porting from boxtard edition to PC/MAC sucks. We also personally boycott companies that release boxtard editions only -like Lucas for Force Unleashed which screams "gimme uber C/GPU NOW!" Again, thanks Lucas for not only destroying StarWars for me (gimmicky edits 4TL) but also my gaming experience from Dark Forces through Jedi Academy. If boxtards came with a decent "keyboard" and mouse, I might