silencedhawk

silencedhawk

Joined Member # 3292476
2 Posts 118 Replies 177 Reputation
Reply to Modding in Sins Modding

Harpo also spoon feeds the Ref files if you want them here.... makes it soooooooo simple! https://forums.sinsofasolarempire.com/378266 Step 1 drop this into your mod folder... Step 2 EDIT WITH ABANDON!

4 Replies 2,278 Views
Reply to Modding in Sins Modding

To Make your own maps click on Galaxy Forge and.... your off! To make your own "mods" ie changing values adding new ships I would say Check the links all over the forum stickies. Basic steps; -Make a new folder somewhere " C:\mods " or whatever you want to call it. -Open your Rebellion folder in steam " Y:\Program Files (x86)\Steam\SteamApps\common

4 Replies 2,278 Views

Does anyone have a Nice "Advent'y" Titan mesh I can use for Advent Loyalists Titan? not really a huge fan of the There are loads of great mesh files I could replace it with but none of them are very.... Advent...

4 Replies 6,248 Views

why not simply...... Decrease ALL ship/structure mesh sizes by 50% Decrease all Weapon and Ability Ranges by 50% Decrease all ship speed by 50% this would get you a "bigger gravity well" without any performance issues... or the same effect? hmmmm well that made sense in my head....

9 Replies 9,149 Views

hmmm looking again I would copy TITAN_PSIREBEL.entity rename it TITAN_PSILOYALIST then at line 3 change ability:0 "AbilityPurification" ability:1 "AbilityChasticBurst" ability:2 "AbilityStrengthOfTheFallen" ability:3 "AbilityUnyieldingWill" to ability:0 "AbilitySubjugatingAssault" ability:1 "AbilitySuppressionAura" ability:2 "AbilityUnityMass" ability:3 "AbilityRepossession" and at line 81 cha

9 Replies 7,554 Views

if you simply want to change the ugly model but keep the titan and its abilitys then you need to get Titan_PsiRebel.mesh from "E:\Program Files (x86)\Steam\SteamApps\common\sins of a solar empire rebellion\Mesh" use the convert too to convert to a text file then rename it to Titan_Psi_Loyalist.mesh drop it in "C:\Users\{yourname}\Documents\my games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.02\{yourmodname}\mesh\" y

9 Replies 7,554 Views

[quote who="GoaFan77" reply="857" id="3160778"]Well the TEC hangar can fire in multiple directions and I think on multiple targets... you might want to try a different type of structure entity.[/quote] Genius! needs - entityType "PlanetModuleHangarDefense" and defaultAutoAttackRange "None" defaultAutoAttackOn TRUE prefersToFocusFire FALSE Must be after the weapons, not before them thanks for the tip

2,761 Replies 7,628,556 Views

yep, disabled all, apply, restarted, enabled, apply -> seems somebody else found this issue https://forums.sinsofasolarempire.com/367704 pretty sure its a game Limitation with Diplomacy v1.34 guess I just have to use ability's like "Phase missile swarm" to mimic turrets with multiple ability hard points.... annoying tho

2,761 Replies 7,628,556 Views

http://www.2shared.com/photo/49WW9Cop/ScreenShot_0.html using TargetCountPerBank:FRONT 5 TargetCountPerBank:BACK 5 TargetCountPerBank:LEFT 5 TargetCountPerBank:RIGHT 5 in the entity... thats using the TEC starbase and the Advent Starbase (which we k

2,761 Replies 7,628,556 Views

there are weapon hardpoints on all sides, 4 back 4 front 4 left 4 right for weapon 1 and 2 back 2 front 2 right 2 left for weapon 2. both weapons only shoot forwards. In the Dev Entitiy info (q) show weapon states TargetCountPerBank:FRONT 1 TargetCountPerBank:BACK 0 TargetCountPerBank:LEFT 0 TargetCountPerBank:RIGHT 0 shows up, Even when the file says TargetCountPerBank:FRONT 4 TargetCountPerBank

2,761 Replies 7,628,556 Views

I have weapon points in All directions At the moment it will only Shoot 1 target DIRECTLY infront of it, it will not shoot at one to the back left or right. My turrets mesh points are pointing out all the way round a circle 12x. I can set TargetCountPerBank:FRONT 9 TargetCountPerBank:BACK 9 TargetCountPerBank:LEFT 9 TargetCountPerBank:RIGHT 9 and it still only shoots 1 target at

2,761 Replies 7,628,556 Views

Is there a Hardcode limit on TargetCountPerBank for PlanetModuleWeaponDefense I can only get them to shoot 2 things when they are twisting to find a new target. DamagePerBank:FRONT 61.000000 DamagePerBank:BACK 61.000000 DamagePerBank:LEFT 61.000000 DamagePerBank:RIGHT 61.000000 TargetCountPerBank:FRONT 1 TargetCountPerBank:BACK 1 TargetCountPerBank:LEFT 1 TargetCountPerBan

2,761 Replies 7,628,556 Views

http://code.google.com/p/soaseplugin/wiki/Ability helped me alot.. its a list of all the things you can do, if they are Instant action, Entity mods, over times etc you also get a list of all the Buffs and the correct Syntax for each "an ability that can be toggled on/off?" simply right clicking an auto cast ability in game toggles it on/off? but if you want

15 Replies 25,483 Views

If i have 2 mods... and I want them both to work on there own or together but both add new units that need entity.manifest and English.Str is there a way? also..... Fighters/bombers with abilitys?? I put detect mines on a combat squad and it...... buged them out a bit!

2,761 Replies 7,628,556 Views

ah ok... Deleted Will keep this for me personal use only

4 Replies 5,817 Views

thx for the fast reply Mass Transcendence has "ExperienceAwardedAdjustment" +25.0% researchModifier modifierType "ExperienceAwardedAdjustment" baseValue 0.000000 perLevelValue 0.250000 I could change it to -25% and add it to my passive jump immunity ability but thats a research modifier, I can't find an entityModifier for Experience I checked http://code.google.com/p/so

2,761 Replies 7,628,556 Views

Ok a few questions and I hope they don't already exist, (the forums google search engine is not very good) 1: How can I get a Beam weapon ability like clensing brilliance to shoot from multiple hardpoints. I put 8 ability hardpoints on my mesh and I can get a clone of phase missiles to spam missiles out of all 8 points but I can't get clensing brilliance to shoot/channel 8 beams. I am not even sure

2,761 Replies 7,628,556 Views