What I've ended up doing was making Cruisers minor cap ships, with two abilities each and then two "shared" cruiser abilities (Because having unspendable skill points is just messy and annoying). Since I'm aiming for a "Small fleet" type of play, I've only increased the number of cap ship levels to a max of 25. So basically, what you described is what I did. I'm not interested in changing the global values for most things - Each thing would be on a per-ship level. So a Kodiak cruiser
[Andon]
For my project, I'm re-organizing the ships into "Heavy" "Light" and "Utility" Heavy ships require cap ship crews, and consist of the standard cap ships, the Heavy cruiser, the Command cruiser, the Carrier cruiser, and the Siege Frigate (Which will be a cruiser) Light ships and Utility ships don't require the cap ship crews. Light ships are most of the remaining combat ships (Support cruiser, Scout frigate, Light frigate, LRM frigate, and Flak frigate), and Utility ships are t
Thanks, I saw that earlier. Much useful information, but it doesn't cover things like what can be assigned to each ship and what's a global
Thanks... Now, is the crews set per cap ship (So I could have the Carrier use 2 crews but the Battleship use only 1 if I wanted to), or is it just a global thing?
Alright. So, further questions: Is it possible to set the number of crews a cap ship uses? Is it possible to set the max levels for a ship? IE, Ship A can have up to 3 levels, while Ship B can have the full 10? Is it possible to have abilities that have more than three levels? Is it possible to set the number of ability points a ship gets per level?
I've been trying to give Frigates levels, mostly out of curiosity, but I've been pretty unsuccessful. I've tried copying in parts of the cap ship level identifiers over into a frigate's entity file, but that didn't work. And creating a "cap ship" with the frigate's stats didn't work with the cap ship in the frigate factory's page. I'd like to know two things: First, and obviously, can it be done? Second is has it been done before, and are there any mods that us
aha, that's probably what I was missing. Thanks
OK, so am I right in assuming that the only files that are required are the ones being modded? So if I change the FrigateTechCarrier file, I only have to include the changed FrigateTechCarrier file in the \modname\GameInfo folder?
Alright, now, to make a new ship, what needs to be done? Does it require its own artwork (Model, icon, etc), and if so, what files? And can they simply be copied from another one? What I'm trying to do, to get myself acustomed to working with it, is create a "light carrier" for TEC. No research requirements to start with, just try to figure out how to do it. What I did was copy the FrigateTechCarrier and rename the copy to FrigateTechLtCarrier. Inside, I went and edited out th
Sweet. Working now. How long does it usually take for Sins to load up a mod? I've got a Vista Ultimate system, with a Intel Core 2 Duo with 2.4 GHz and 3gb of RAM. I can't imagine it'd take more than a minute or so but I want to know the experiences of someone.
"Runtime Error '5' Invalid procedure call or argument" That's what I'm getting with the converter copied from the Sins folder.
Looks like you've put up a new version of it. Unpacked that to \converter 1.1 Ran the file, but it's telling me it can't find the "convertdata?entrenchment1.04.exe here" and telling me to move it "here" Where is "here" - the folder I'm trying to convert, or the Converter1.1 folder? They are in the Converter1.1 folder, though. EDIT: There's no 1.04 converter. Maybe this is the issue... EDIT 2: Renaming the 1.03 converter to 1.04 seems to be working. Only one fi
Hrm... attempting to run the converter tool only gets me crashes. I'm assuming by reference files you mean the ForgeTools reference folder, since it's not explained very well. What I've done: Extracted the ForgeTools3.Rar content to C:\Stuff\ForgeTools Extracted the Converter to C:\Stuff\ForgeTools\Converter Copied the Entrenchment GameInfo and Meshes folder to C:\Stuff\ForgeTools\Convert_This Created a sinsref.txt file in the ForgeTools\
Simple question: Can I use the Forge Tools download for modding Entrenchment 1.04? Or are they out of date and require an update? If they are, how long is it usually before an update is posted? I have attempted to create a mod with them, but each time my Sins hangs until I close it - I've waited upwards of 5 minutes for it to do something, but still nothing. Is there anything special that the mod guide included in the Forge Tools download didn't include, since I'm running Entrenchment
Crews? I'd have it be at least 2, probably 3 or 4. Build Limit? Well, as many as you can fit. It's not like you can really get an excessive amount of capships as it is, and if you get 4 Super-caps, then you're going to win anyway. Accessibility would be probably around tier 6-8 military tech, and research into the previous class (A super-carrier would have to have carrier researched, etc). To balance it, I would have it take a long time to build (2-3x normal capship ti