Cathryne

Cathryne

Joined Member # 3327293
16 Posts 319 Replies 325 Reputation

There should be some basic text formatting option over the reply field. The 'tree' icon brings you to a picture menu where you can embedd an image-URL (so you have to upload it somewhere else).

5 Replies 14,618 Views

Ah, OK. So you wanna update an existing (but binary) language file, right? Hm, you could try using the ConvertData_....exe from ForgeTools (https://stardock.cachefly.net/ForgeTools3.rar) and the SinsEditor/ConvertData GUI (look here in the modding forum). These tools are used to convert many of the game files binary text, maybe it also works with .string files. I'm no modder, so that's the best guess I have, sorry.

8 Replies 3,267 Views

Mad Scientist and Distant Stars have lots of ne planets like Sins Plus. Both work with Entrenchment :-) If you follow the forum posts for a few days you will get a pretty good idea which mods are currently being developed.

4 Replies 1,480 Views

What exactly do you mean, sorry??? Yes, it's lots of text to translate, approx. 5000 sentences. Excluding of course the stuff like StringInfo ID "IDS_INFOCARD_BUFFVALUE_SPAWNRESOURCEEXTRACTORS" Only what's after Value " [e digicons]:thumbsup:[/e]

8 Replies 3,267 Views

.str's are nothing more than a text files. You can open the original English.str with notepad and edit it. I'm not sure how the game handles different language files, though. You are on the save side when you backup the original, and leave your translated version named "English.str" :-)

8 Replies 3,267 Views

There currently is no option to NOT auto-pin starbases. It would be great if it was added in a future patch. Also: how about NOT showing mines in the empire tree at all. Or make them just use one field for all 150 mines instead of 15 with 10 mines each. I would really like to see some improvements for the empire tree :-) It could be very useful, but the lack of customization options now makes it annoying a times [e digicons]:\[/e]

1 Replies 10,463 Views

In each .galaxy file is a line "isFirstCapitalShipIsFlagship" TRUE or FALSE, just open with a text editor, edit and save (as .galaxy! Sometimes .txt is auto-added, remove it manually) :-)

8 Replies 10,833 Views

In Impulse there is this blue button, top left corner, it will take you to preferences. In the left column is an entry "Folders" where you can change the install path of "My Desktop", "My Games" and "My Tools" :-)

1 Replies 2,278 Views

[quote]change between version 2 & 3 is much larger than a mere version number[/quote] You're right, sorry, I totally forgot about that. [e digicons]X|[/e] [e digicons]^_^'[/e]

6 Replies 8,389 Views

I'm running into the same problem: instant defeat for GalaxyForge3 maps :-( I placed the files correctly and added them to the galaxy.manifest (the original one in the game's folder and those of the mods). For some of the original maps I just changed starting resources, bonus and artifact density, which doesn't cause problems. What does??? [e digicons]:'([/e]

8 Replies 96,484 Views

The maps version number now is 3. 1 was before Sins 1.1 and 2 was during the Entrenchment beta. Try changing the "versionNumber" at the very top of the galaxy file using notepad or similar.

6 Replies 8,389 Views

This is from psugar from another thread: [quote]To get galaxy files to work in vanilla Sins: You need to put the galaxy file in your Program Files/Stardock Games/Sins of a Solar Empire/Galaxy directory. To get galaxy files to work in Entrenchment: You need to put the galaxy f

9 Replies 8,791 Views

I don't like them being a backdoor either, but, hej, that's the game. Now with starbases it has become much easier to guard them I think. And as a Vasari you can pack mines closely around one, hehe!

3 Replies 10,935 Views

OK, thanks. Could it maybe be changed so that the game loads all modded files first, everything else (they are defined in the new manifest files, right?) from the original game folder. That way mods would become smaller and it easier to see which files have been modded.

10 Replies 7,017 Views

A general question about the Mod-GameInfo folder: Does it have to include ALL entity files from ForgeTools, or just the ones I changed? For example I wanna change just the free extractors of the Akkan, can I just put that single file into \MyMod\GameInfo\ and load the mod? Most bigger mods around here see to have all entity files... I'm unsure... Please help :-)

10 Replies 7,017 Views