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I'm looking for a guide to the .WINDOW file format. I've looked at the existing WINDOW files but can't see a pattern. I want to be able to create custom windows/menus. Thanks1

1 Replies 3,037 Views

Anyone done anything with Squad abilities? They apparently have to be passive and AoE, but they never seem to trigger.

1 Replies 2,719 Views
Reply to SpaceMines in Sins Modding

So how did you add this point ot the model? I've done some crazy stuff with entities but never any model work.

7 Replies 6,679 Views

I also see this happening. Perfectly good relations and all pacts are accepted and instantly broken. Maybe the breakTreatyHappinessThreshold values are not being applied properly? Kind of breaks the whole pact system. Hotfix status?

72 Replies 58,629 Views

I have some questions for Ironclad regarding the new Squad abilities: Why can squads only use Area of Effect abilities? Squads can pick specific targets for attacking, so why not abilities? Can we get some AI coding to handle squads designed for support and/or defense? I've tried coding repair squadrons in the latest Entrenchment build, with no weapons and small repair abilities, but they always want to go attack something...

67 Replies 167,582 Views

So far in my testing: Enemy AI doesn't like strike craft with abilities... just doesn't seem to know what to do with 'em (except Mine layers). I'm getting mini-dumped at what I think is some point around the time the AI starts building the new strikecraft. No idea why yet. Nothing logged. If you remove weapons from strikecraft and use same Sins meshes, you will get an error about the weapon index out of range or such no matter what you set it too

4 Replies 4,410 Views

The 'filename' is the name of the file within the Textures folder. These TGA files contain multiple icons... The numbers are X, Y, Height, and Width of the icon rectangle within that TGA file.

8 Replies 14,082 Views

Files are in binary format by default and need to be converted to text. Use ConvertData.exe (in Sins install folder). Example: Start -> Run -> cmd.exe and then at cmd prompt: To TXT: c:\program files\stardock games\sins of a solar empire\ConvertData.exe entity "[source file]" "[dest file]" txt Back to BIN: c:\program files\stardock games\sins of a solar empire\ConvertData.exe entity "[source file]" "[dest file]" bin Or downlo

8 Replies 14,082 Views

What is the maximum numbers of weapons the various entities can have? I'm using the latest Entrenchment patch. Thanks!

1 Replies 2,744 Views

I've been recently playing with Squad abilities in Entrenchment and got an error: Entity 'SquadTechRepair' can't support abilities that single target and ability:0 'AbilitySquadRepairDroids' has a singleTarget buffInstantActionType Has anyone else played with Squad abilities? I'd hate to think that they can only used "InRadius" type abilities.

4 Replies 4,410 Views

I'll give this a go... Step 1 - Create a new ability to deploy the new starbase (excerpt from AbilityDeployStarBaseTech.entity): TXT entityType "Ability" buffInstantActionType "CreateStarBase" instantActionTriggerType "AlwaysPerform" starBaseType "StarBaseTech" placementRadius... Step 2 - Create the new StarBase entity of course (self-explanatory) Step 3 - Add your new Death Star to

4 Replies 4,421 Views

Something that would be nice... i just patched Entrenchment, and now can't Convert some files I modded. Or at least provide an archive to downloadable previous versions? Thanks

4 Replies 3,292 Views

I've been trying to convert my mods to be Entrenchment compliant and I can't seem to add a new capital ship... I've done it many times in other Sins versions, but in Entrenchment, I always get a dump with no errors or anything logged.

0 Replies 1,891 Views

The name of all my enum values is exactly as it appears (minus quote marks) in the entities. The XmlEnum value is just what I use to serialize classes to save space. And the int value assigned (i.e. AllOnDelayInstantActionsDone = 0) is arbitrary... really just either alphabetically ordered or just the order I discovered the value in.

102 Replies 291,890 Views

Does the order of an entities properties (read 'lines') matter to the game? Obviously a member class of any given entity (i.e. InstantAction) must have its own properties as children, but does the order matter otherwise? I haven't tested it, just wondering if anyone knows. I assume the TXT lines must always come first For example are these two the same? (excerpt from AbilityBlackOut): TXT entityType "Ability" buffInstantActionType "ApplyBuffToTarg

2 Replies 3,337 Views

Maybe this will help... http://files.filefront.com/Enumszip/;13016170;/fileinfo.html It's the enum collection I've compiled so far while working on my Mod Manager.

102 Replies 291,890 Views

20k and not a lick of UI code except a little debugging form... creating proper classes for all the Sins objects requires quite a bit. If they used an xml format for their mod files, I'd be at about 5k lines right now and working on my UI. XSD code generation is awesome. Define your object in the XSD designer, generate partial classes, extend functionality with additional partial class files as needed.

31 Replies 103,894 Views

(Visual Studio && Snippets && Recipes/Templates && XSD Code Generation && NUnit) == f'n win With these and a few other tricks I can crank out a thousand lines of unit-tested code in an hour or two. I'm a night owl, and the rest of the family isn't, so I get most of my coding/surfing/gaming after hours.

31 Replies 103,894 Views

Yes location and destination being the same will throw an exception. Sorry about the hard-codes and lackluster features... it was quick and dirty. I am neck deep in code with my Mod Manager which will have a full-featured version of this. That is quickly approaching 20k lines of code and that's just for the classes, file parsing, and data access layer. I haven't even gotten started on the UI. In the software industry there's a cliche that goes: "Good,

31 Replies 103,894 Views

You mean they're not writing software purely for our enjoyment?! They want money for their time? Greedeh bahsteds!

170 Replies 350,809 Views

Sorry about that man... i threw it together kinda quick. I'll put some better exception handling code in if I can, but this should all be handled in my Mod Manager which I hope to have ready in about 3-4 weeks. Do me a favor... go to Administrative Tools -> Computer Management --> Event Viewer --> Application and see if there is any more error detail you can give me. Cheers

31 Replies 103,894 Views

That could be a problem. Is ConvertData.exe located in your install folder? Because, at the moment, the tool is coded to locate it there. Also, I don't know if the command line args for that version of ConvertData.exe are the same. I made this based on an Entrenchment version. If I find the time, I might improve it.

31 Replies 103,894 Views

What version of Sins? And what is your install path?

31 Replies 103,894 Views