From some google research it appears the Alpha is at the beginning. and just found some more really useful information, which explains exactly what I was after. [quote]Hex Opacity Values 100% — FF 95% — F2 90% — E6 85% — D9 80% — CC 75% — BF 70% — B3 65% — A6 60% — 99 55% — 8 C 50% &mdash
XViper123
@ZombiesRus5: Thanks, I will do that in future. @maxwell: Oh really? How could I do that? That sounds perfect!
Thanks Lavo. :) Also, sorry to everyone for resurrecting old threads, however I am trying to make use of the search function as much as possible, and trying not to reask questions people have already answered. :)
[quote]beamGlowColor ffffffff -> Represents the edges of the beam (hex code + alpha) beamCoreColor ffffffff -> Very center of the beam (hex code + alpha)[/quote] What is the + alpha? I found a list of hex colour codes, but they are all 6 characters. These codes are 8, what are the last 2 characters meant to be? I tried to change the beam colour to green using 66FF00 from http
A abit of a resurrection, but is there any way to make the DamagePerBank and TargetCountPerBank work in reverse? So instead of having it do its full damage to all targets, it would split its maximum damage between all targets? OR multiply its damage against one target? I am guessing no, but its worth the ask. :) It seems more realistic that way, as if you had a battery of 4 cannons each doing 25 damage that could target 4 seperate targets, it would be 25 damage to e
Additionally, I am interested to know if it is possible to create a new factory to build a whole new set of ships? or do we have to use the existing factories and make use of the available hud slots we have?
Sorry to resurrect an old thread, but I was trying to follow these directions, but I've gotten pretty lost when I got to the .brushes section. I'm not expecting the OP to be around to answer this, but was hoping someone who knows alot about modding might be able to help. I'm trying to create a few super-capitals, based off existing capitals, and just making them physically larger, more powerful, etc. The parts of this that confuse me is
wow super fast reply. Thanks, but was just my fault.
I must be doing something wrong with the resize tool. I wanted to make something double the size, so I resized it at 2.0 Then I placed the new Mesh file into the Mesh folder for my mod, but nothing is changing? Could anyone provide any guideance to what I might be doing wron
Thanks myfist0. :) I had actually stumbled across that site, but hadn't looked further into it. Was convinced I would have better luck on the forums. Thanks again :)
I've been searching the forums trying to find a way to resize ships. I found a lot of posts refrencing the need to resize the .mesh files, and links to a program called "Useful little helper" by newboerg . Unfortunately all the links appear to be dead, and the posts are back from 2010 at the latest. So I w
In theory it doesn't sound too complicated, but my problem is having the time to learn and figure it out. Working full time and having a family makes this stuff hard. I've already made a small mod for use with friends to remove the need to research supply and capital ship population caps (and increasing them), and increases the module capacity on planets, but that was just modifying existing content, not creating new files or code.
Sorry, am new to the modding stuff. I don't know how to give units/planets/factories abilities like this. So will have to fiddle with what you've provided to try to make it work. :) Thanks for the reply though, really appreciate it.
[quote who="GoaFan77" reply="32" id="3128775"]Quoting Lavo_2, reply 29I'd be more than willing to aid in testing if you need any help with this, GoaFan. Very, very nice find! Now the question is, can we put a cap on the number of total Titans spawned via ability, or if it just works as is. Admittedly, I'd love to see what you've come up with so far, mainly to do some tinkering around with it myself. Quoting boshimi336, reply 30 But it still takes up fleet supply co
[quote who="Swat911" reply="12" id="1988333"] Quoting Madocchi, reply 10 yeah u have to do it one by one. Not really just have the one type of ship in one fleet problem fixed you can turn its speacial abilities on and off instead of selecting them one by one [/quote] Didn't work when I tried. I tried everything I could to change them in mass, but it wouldn't let me. But the point remains, you shouldn't have to in the
Could I suggest that a list of said dev's be listed in this thread so we know who to contact? Its not overly obvious on how/where someone should report bugs to. I came in wanting to report the assailant moving/ability bug, and didn't really know where to go. Instead I found another thread that I just jumped onto instead. There should probably be a bug reporting subsection to the forums to be honest. Having it cluttered amongst the general chat isn't the best way for it to get
Entertaining at the least when you've got about over 200 assailants and sentinels sitting around your planets!
I also just experienced this issue BIG TIME. To the extent where it basically broke our game. I'm using 1.12 ofcourse. Here's the situation. A large amount of these ships (Assailants and Sentintels) came in via phase gates (Dark Fleet) The ability is on autocast by default. It seems a large amount of these ships came in with the ability ON for some reason, which means they didn't move from the start. It is also possible this could have been due t
ah... this thread is a good place to post a question I posted elsewhere. When creating mods (ie putting all the files together into the relevant 'mods' folder) do you need to include all the gameinfo files? or only those you changed? Will Sins load all the .entity files, etc from the mods folder, then proceed to load any it doesn't find from its original location?
Is the health/shields of the Advent Frigate not accurately inline with its costs compared to the other carrier frigates? It seems to be. If you nerf the advent carrier frigate, you'll need to nerf the others too. They are weaker, but thats because they are cheaper.
I'm posting here because I thought it would be best to use an existing thread. When creating mods (ie putting all the files together into the relevant 'mods' folder) do you need to include all the gameinfo files? or only those you changed? Will Sins load all the .entity files, etc from the mods folder, then proceed to load any it doesn't find from its original location?
Think I found the mesh resizer. https://forums.sinsofasolarempire.com/326876 I'll try it out to see if its still current and working. I'll keep this thread alive with questions and updates, until I get a proper list going that might be worthy of a sticky.
Wow...thanks Annatar! Very helpful! Much appreciated. Some further questions. WeaponType - what are these 'infocards'? I think (Projectile, Missile, Beam) are the only 3 options here? DamageAffectType - So would "AFFECTS_SHIELDS" and "AFFECTS_HULL" would accordingly? (I can probably test this). Also would HULL only damage be ignored if the unit still had shields? I'm guessing so. Might have to look into the specifics for the PhaseMissiles to find out how
I've looked through them all, unless I've missed it, I didn't find what I'm after. The post in the modifier list by Sovereign797 came the closest, but it only covers the buff variables.
Yep. Well kind of. I've played competitive RTS & FPS games before, even in ladders. However to me Sins is different. I don't like playing Sins "to win". I play it for fun, to play around with different ships and watch the pretty fights that ensue. I love organsing 2 large fleets with a friend, setting them up to fight, then putting it on cinematic mode, zooming in and watching it like a movie, just forgetting the game for awhile. It looks so awesome! <p