is there a guide out there? What are strings and how do they relate to abilities? I need to know because it seems my current obstacle is string related What is the significance of these? nameStringID "IDS_ABILITY_DEPLOYSTARBASETECH_NAME" descStringID "IDS_ABILITY_DEPLOYSTARBASETECH_DESC" found it..:) just converted the str file- no we`re cookin'..
BaudolinoX
I almost have this working. Also i figured out where the problem is. The conversion was going fine i though but when i re-converted from bin to txt i found out a lot of information was disappearing. My additions to the ability file caused string, hudand item info to disappear. when i converted to bin it looked like this: nameStringID "IDS_ABILITY_DEPLOYSTARBASETECH_NAME" descStringID "IDS_ABILITY_DEPLOYSTARBASETECH_DESC" hu
I`m trying to write a brand new entity and i get two bad results while converting to bin.. 1. Conversion takes a very long time which i take as an indication something is wrong- so i go back to the workbench and rewrite. 2. Upon converting i immediately get an error message and the conversion is halted. This definately means something is wrong. How do i know on what exact line in the file the error is located?
I`m attacking the issue from an entirely new angle. I`ve written a reference in the AbilityDeployStarbaseTech and i`ve changed the research prerequisites. My plan is to write up a new buff.entity that will modify both "MaxShipslots" and "CapitalShipSlots". I`m working on the former for starters- I`ll insert the latter when i see whether i can actually do it. issue now is finding out whether i`m using the commands properly or whether abilit
What are the context of these? I`m trying to write my own buff and i`m not sure what to do about these effectnames?
yeah- and it`s still not guaranteed it will work. I don`t understand these things well enough to fully appreaciate my options. I`ll need to read up on the topic and try to figure something out. At my current low level of proficiency i perceive the following issue: even if i write up a seperate entity to reference in the starbase file i`ll need a value to modify. Actually i might have an idea.
i`m on number 2 now. I`m trying to achieve the following: -Deploying a starbase provides 200 additional supply units and 1 additional cap ship slot. I see a number of approaches to the problem but i figured the easiest would be to write up workaround that modifes the values in the "researchsubject" files regardles of what level the player has researched. This can be seen in the example below; "HUDICON_RESEARCHSUBJECT_MAXSHIPSLOTSPH
Sounds good mate.. I`m having some issues moving on to the second stage. This being my first day of modding i`m not yet comfortable with writing up my own entity files. IS THERE A SIGN OR COMMAND I CAN USE TO REPLACE NUMBERS IN ENTITY FILES?
Seems the extreme studios converter works fine. I\ve made the first iteration of my mod (number 1), but i can`t enable it. The computer freezes. I check the folder and then i enable the mod- i get a checksum and then the game freezes along with a mini-dump. Found what the problem was- sins needs to redo all the files or something and needs several seconds per file. I just deleted most of the files and the mod
Found a place with a proper conversion software: http://xtremestudios.net/portal/downloads.html This turned out to be bugged and only worked a little while. I`ve now made my own set of batch files to convert the various file types
i downloaded the reference files but it feels like cheating and it doesn`t help me with my borader goals which are now posted at the top of the thread.. I need to be able to do the conversion myself of the whole process will be pointless. CURRENTLY I`M OPERATING WITH "ENTRENCHMENT".. Though it appears that to redo the logistics part i need to use the reference files from original sins as well. I`ve fol
I can`T make Harpos textbinner work- program fails and freezes my computer..:(
i found the converter- used a batch file to convert all files but that didn`T do anything. then i did a manual convert using the convert data from the gamefile witch also didn`t do anything. I get the impression the commands are working- it`S just that nothing is getting converted. I have harpos tools, but i`m not entirely sure how to use them yet- i`ll look into it..
Thanks for that- i`m looking at all that stuff trying to figure things out. I created a bat file to convert binary to text in my mod folder and it seemed to work, but when i opened the files they`re still gibberish..
I`m trying to change the way logistics work and make both cultural and logistical warfare a more interesting feature. AS A REWRITE OF LOGISTICAL FUNCTIONS IS NOT POSSIBLE WITHIN CURRENT HARDCODE LIMITS I WON`T BE MAKING A LOGISTICS MOD. I`ll stick to the basic stuff of doing abilities, buff and maybe try to design a unit or two. UPDATE I will make 2 versions of the mod: 1. Improved logistics - entrenchment non-requiem mod 2. Impro
Great..:) I`ll get on this as soon as i get home.. Hopefully i can make something usefull.. Thanks man..
I love the game- previously my favourite stratagy game was Imperium Galactica because of it`s scope and many aspects. Sins of a solar empire comes close. I especially enjoy the requiem mod for entrenchment. Which brings me to planetary warfare. I`d like 3 ways of conducting planetary warfare.. 1. "Nuke it from orbit" -if you destroy a hostile fleet and it`S defences but you`re deep in enemy territory and have no hope of
I want to create a logistics mod. I`ve looked at existing logisctics mods and i want to retain the upkeep penalties but allow for more capitals in the later stages and have a greater unit cap boost for the later stages while retaining the limits of the earlier stages. My reasoning is that larger economies should have larges benefits. Also i`m playing with the star wars requiem mod and the ships there have a much greater cap cost. &