This is not my dept at all, but you may want to check out the mod pack documentation folder including the file Modding_XSItoSins_ModdingSupplement. might not be exactly what you are looking for but if i remember right i thought i read something about weapon postions and such from a model design standpoint. Also note that in certain situations a model must be made up of shapes with requirements. ie: a program may require all meshes to have 4 or less sides (triangles or quads). this may
sinropa
There are maps online but its really not that great from what ive seen anyway. If i were you id make my own, however the map maker is just as good as the in game one. In game you can choose what planets and stars will show up in game, quickly pick the distance and other random levels and be playing a map with 250 planets in 5 mins. Using the DL map maker i had nothing but crashes so i use the in game one, but that may be my issue alone... Unless you really nee
o ok lol, however it is one per type, like CIV vs MIL. so keep em both running if you got the $$. -SiN
Do you have the needed amount of tech buildings? queue up the buildings and you can also queue research but it will not start until the buildings are made. ie if you queue the tech for a ship you can build at the start, you can queue up say 10 of them, but none will start building until the tech is done first. same with building requirements. is this the issue? -SiN
correct annatar11, from code: buff is: buffType "BuffSpreadWeaponDamageSpawn" meaning: maxTargetCount Level:0 8.000000 Level:1 16.000000 Level:2 24.000000 I see what youre saying tho cooley, in game there is no diff in the tooltips that i saw. obviously its because the tooltip doesnt include target count as a skill stat, which in the case it should lol. -SiN
So are you saying that you set up a game and while changing "teams" it goes from random to TEC and back to random? As in TEC is truely the only available side.
Dev exe... Had some fun with that today lol. That is the route you want to go as you can basically spawn anything you want, where you need it to be then open the file you wish to edit and go to town. every time you save the text file the game will refresh the data and you will see the changes. i used this for modding the user interface which was very helpful. when you make a mistake the game will likely crash so dont go too crazy until you have a feel for what ure modding :P<b
Simple questions are spread out all across this forum... here is a place for you to ask again (or for the first time) and hopefully get an answer. The forum is bugged for me and the usual "recent active posts" search isnt going smooth. From now on ill help as much as i can using this post and PM. Give some decent info and provide situations like: "I have a mod directory set up and it works. What i want to do is make all starting locations for all sides start with 3 extra reso
it would be hard to find a mod that simple but if you get stuck with this or anything else for that matter (open to all viewers) PM me and ill upload an example if im able to do it. All i would ever ask is that if you upload a mod with it drop me somewhere in the credits ;) -Sin
As far as adding ships and playing with the settings look thru the Tut that came with the mod pack, then start going thru the "gameinfo" files you think are related to the ship you want to modify. Start by taking a ship from the pirate side and adding it to the one you wish to play. That will give you an idea of how to do it and save you a lot of time for now. once you get that far you will have a better understanding of what all is involved with each unit. As for myself, im ne
Also note that 1 gig of ram is not a lot anymore. we run so much crap now like anti-virus, web programs, or any other background services running consider turning some off. ChkDsk and defrag is never a bad idea and try to keep decent HDD free space (20% +). All have been problems for me on an older machine i had. I am not saying you cannot run the game without buying new hardware, but i run everything on max settings and ive only lagged once during a modded - very very large battle. wit
If you dont get the tech you will be stuck in your starting star system. so if its a single match save your cash, basically. -Sin
I think they are saying that sometimes it just needs to end. lets say you lose a weak ally near the end of a long battle with say 5 or more star systems (as in they turn on you). You just crush their armies and they have nothing left but undefended planets all over the place (1 here, 1 way over there etc.) in a situation like this you will have to sit and wait for you armies to get there and take the planet, no real combat or action. i see this a lot. now if you could make a ma
When im modding and looking to work on "end game" things as you are i will often allow it to be built for free at the start of the game so i can boot up - test - tweak - test as often as i need to. just a thought :) -Sin
the original files are compiled to save memory, use the text files provided via the games website and use them from now on. the memory loss will be minor at worst, usually.
If you are starting fresh hit me up with a run down of what ure looking to do and ill see what i can help you with. i just picked up the game so i havent touched the abilities just yet but im willing to help if needed.
the files will work in text form, they are only like that because it saves memory. when you make ure mod use the files from the download and you have an almost complete code base to mod as you see fit. even notepad will open them fine, note you may need to edit the properties of the files if "read only" is set or you will not be able to save changes. do this right away, select all the text files, right click and hit properties. uncheck read only and forget about it. si
lmao Annatar11 i was typing while you posted you hacker!
yes you can... there may be many ways to do this but heres one. you can A. reduce the Tax or B. increase the cap. i suggest the later. Gameinfo File: RESEARCHSUBJECT_MAXSHIPSLOTSTECH0 this change would be fore "tech" you would have to change them all if you wanted the adjustment to be consistant. MaxNumResearchLevels 1 priority 0.000000 researchBoolModifiers 0 researchFloatModifiers 3 researchModifier modifierType "ShipMaxSlots"<b
This is what i would do: get the files listed above, make a mod folder and Copy the gameinfo folder there. Stress COPY keep the start files in tact in case you mess it up. boot up the game and turn on ure mod, auto load option helps. start making minor changes once you know the "unmodded" works. in some situations while modding you will push the limits of the engine and it will crash, hang, or not even load...etc loading an untouched test is something
One thing i didnt mention above. I made more nodes for a few reasons. i could have just made 1 of each @ 50 per sec... when under attack it will take a min to blow up 10 nodes period, 2 nodes = 50% loss then 100% of income from that planet = teh sucks. Also having ten nodes ties up your builders and costs you money. If i wanted to instantly have millions of credits id just mod the start cash... which is an option. you could leave the game the same and just make it so y
hello, in case you are still checking this post here is some info you may want. truth: i did not read every post as im limited on time right now so this may be a repeat, but ill check back later... I was messing with code, just cause thats what i do... I wanted to leave the game in tact but speed up the "cold start" someone mentioned above. This is how i did that. There are different types of planets as you all know. Each type has its own file which c