So lets say I was playing a 10 player game. I was allied with 4 other players. On my alliance page it showed that I had peace treaties with four players. If we were the only teams left I should win... but I didn't. Do the other players also have to have peace treaties? In other words does every one on your team have to be mutually peaceful to have an allied victory?
CPT_Rhino
I am really doing poorly. Is there somone that could take on this project and get structures to rotate... properly?
Wow thats way to advanced for me this is my first time trying to mod anything. Sounds like I will need some more programs to do any of that stuff. What do you recomend for beginers?
Looks like this is progressing smoothly. The nine Races I would Choose would be: TEC - Advent - Vasari - Rebel Alliance - Galactic Empire - Vaygr - Hiigaran - Starfleet - Klingon Does your mod make any changes to the Sins Universe such as adding planets and other things of the like or will this just be a mod that can add and remove races? If it does make changes to the Universe is there a main page that I can see all that your mod does?
[quote who="Zeta1127" reply="23" id="2987707"] Quoting Zeta1127, reply 12 its Vaygr not Vyger [/quote] Thanks I forgot the "A" twice lol.
[quote who="SemazRalan" reply="7" id="2987654"]rotateSoundName "" rotateFacingType "None" rotateConstantly TRUE [/quote] Thats exactly what I did and thats what got it flipping. I Thats when I tried to use rotateFacingType and it would turn and stop. There has to be a way to get it to spin. Thanks, Ryat, I wont wast my time. :D
[quote who="harpo99999" reply="18" id="2986886"]rhino, it is fairly easy to do... [/quote] Yea or not. ;) you should see my post here http://tgnforums.stardock.com/411464 about a mod for structures. Wierd things are happening. [e digicons]:annoyed:[/e] Rhino
Yea, real funny, NOT. ;) Being that I am a noob to modding do you have any suggestions to fix this? There is a line in there that says "ROTATEFACING" then if I put in a direction like "AWAYFROMORBITBODY" or "TOWARDORBITBODY" it will turn itself way or towards that planet and then stop. I want it to spin like a planet. Is it psible to use a panet entity file and turn it into the structure?
ok, I got that to work but now the structer is rotating around the Z axis and this is a TEC Civ research. Is there a way to make it roll on its Y Axis or would that require a new modle?
I have not added any "new" files. All I did was copy the origenal file changed it from bin to txt. Then changed one line from "rotateConstantly FALSE" to "rotateConstantly TRUE" Or do I still need some more files in the Manifest?
I am creating a Mod that enables structures to rotate. ie: an asteroid or planet. Structures like the TEC Civ Research structure will "spin". I am having a hard time getting the mod to work. Right now I am only modifying the PLANETMODULE_TECHORBITALNONCOMBATLABORATORY.ENTITY file. should the manifest apear like this: TXT entityNameCount 1 entityName "PLANETMODULE_TECHORBITALNONCOMBATLABORATORY.entity" or am I doing it wrong? I keep getting a mini dump.
After reviewing you lists and with the knowledge of only of few of the races here are my suggestions and opinions. :) Please dont feel like you "must" take my suggestions as you may know some of the races better then me. Advent -TEC -1 or-2: They sent the Advent into exile. -I would suggest the most if not all of the +1’s and +2’s be moved to -1 or 0 column and move some -1’s to the +1’s or +2’s. This is because The Advent have a
Well let me clairify what I would idealy want and let me know if it is possible. I don't want any changes to Sins game other then race. I see that you mentiond Music is it nessacry to add music? In this way when I play games I can set the AI players to random and I will get a good mix of diffrent races. I hope that makes since. Thanks for the info but I am not sure what you ment by [quote who="myfist0" reply="2" id="2987184"]Without an add-on there will be no races to play
Yea your missing the Hiigarans and the Vyger! This is a MUST! ;) Is this a Race ONLY mod. because that would be pretty cool. I like the Sins universe as it is and would love to just add new races. Also, you should add the Rebal Alliance and the Imperial Navy. I don't know half of those races but I did notice that the Borg have a natural liking to the Cylon and is Neutral with Darlek. Whats up with that? Every one knows that the Borg assimilate everything they
You might first need to register the product with Impulse using your CD Key so you dont have to buy a new copy.
Yea well with no hope of Rebellion having a release date any time soon I am not going to worry about telling them to buy Ent and Dip for $20 just to save $10 on game that might not be relavent when it gets released.
On the point of moving structers I would like to mod my structers, such as the Trade Ports and Research Center, and give them a rotation much like a planet or asteroid. ie: Stay in the same position on the tactical grid and rotate slowly in place. Do you think this is posible? If so what should I be looking for when I go to mod the files? Thanks all!
[quote who="humorguy" reply="4" id="2970907"]I never understand why add-on's are not just added to the main game rather than separate, as is done in Trinity. The way Stardock have done it requires three plays of differing quality. How many buying Trinity will play the bare bone Sins? Few I think. [/quote] My Friends Play Vanilla (they bought t when it came out) so if I want to play with them I need to play the core game but I also like playing Dip. SP. So I thi
I like the fact that the expansions were not just updates to the origenal game b/c i do like playing Diplomacy but my friends still play Vanilla and I have the oppertunity to join them! I havent seen any other game do this before and it is greatly appreciated! Thank you Dev.
Where is Neo when you need him. (there is no engine...oops, I mean spoon). o.0 Hi ALL! Thanks for all your help but my friends just asked me if this is available for Dip. or is there an Engine Issue with it as well?
Stant123, Thanks-A-Bunch! I did exactly as you recomended and it has been working without any flaws. ManSh00ter should quote your fix in the discription. ManSh00ter, If you can make this mod for Vanilla that would be way cool because it would make the gome more fun with my Vanilla friends. :) LOL "more of a hands-on experiance". I understand what Harpo is saying but I also know nothing is imposible with enough programing. ;) Thank you, Hapro99999, Sta
Hello Kryo, In Harpo's defense I find Zigzag's post unnecessary and it seems that he is intentionally trying to aggravate us. Not to mention that his comment does nothing to help the community here. Also if he thinks he can rationalize his sincerity, he has already lost credibility with his earlier comment which I will quote for you. Promoting comaraderie, CPT_Rhino [quote who="zigzag" reply="420" id="2983119"] Quoting Stant123, <br
Harpo, I will try that tonight. Well being that all I really care about is having the dynamic combat, could I just remove the other files and keep the "Game Info" folder? Also, what I discovered recently, is that even if I dont create a Trade Port I will still have this exception. I discovered this when I saved the game just before the completion of the structure. Then I played it out to let it crash and restarted the game to load the save. After I loaded the save it completed th
Yes all updates are current. I intalled the latest version of Sins form Impulse and then ran Harpo's program. (TYVM Harpo). I have recently unistalled and reinstalled to see if that was the problem but it is still happening. :( PS all my asteroids are missing even the ones you can colonize. :\ I disabled the mod and fixed the problem... I deleted the updated mod and then ran the program agian. The program coppied all files but it didn't say any files were updated
Ok, I have bought Entrenchment but now I am having the problem that whenever I create a "Trade Port" game crashes, did any 1 else have this problem? This is the only mod that I am running.