gruntmaster1

gruntmaster1

Joined Member # 3451919
15 Posts 413 Replies 428 Reputation

So the next version is out. This version adds the Buff entityType, 2 mini tools, mass editor (edit the numeral lines of multiple files at once by multiplieng by a number, it can be accessed by selecting the entity files and right click) and string editor (displays the IDs which can be filtered by ID and/or Value, double click an ID to eddit its value, the rest can be done by selecting the ID and right click) and automatically update the entity.manifest file (If the mod does not included an en

11 Replies 49,851 Views

Error 3 is because the enum value of instantActionTriggerType for periodicActions can only be "AlwaysPerform" or "OnChance". I am not sure if it will change the enum value to AlwaysPerform if it is neither of the above mentioned or that it will still work. There are certain "errors" in dev.exe where it complains, but the entity still works.

1 Replies 3,905 Views

You can not cancel hyperspace as far as I know, but you can slow down their speed, also it will be applied for any incoming target (you can use the normal targetFilter) no mather how far away they are. You can use the buffInstantActionType "ApplyBuffToIncomingHyperSpacers" , the applied buff should then have an "HyperSpaceSpeed" entity modifier.

4 Replies 3,813 Views

[quote who="Extradaemon" reply="4" id="2913121"]IVE GOT VERSION 1.05 HOW DO I UPTADE BECAUSE WHEN I CLICK UPDATE GAME ON THE LAUNCHER AND THE MAIN MENU NOTHING HAPPENS [/quote] Use impulse to update the game

6 Replies 3,081 Views

ThrakaAndy 's latest reply is the above one which is quite old, also the download links are dead. So it is impossible to get unless there is someone else who still have the tool and can/will upload it. On another note, I have planned to add

28 Replies 26,019 Views

How much do you already know about modding sins, from where did you learn it and how did you get the entity files you have changed (if you started changing them)? Knowing this will help guiding you though the rest a lot easier :)

3 Replies 3,508 Views

[quote who="JA_394" reply="21" id="2910857"]Okay, there is something about the above file that crashes Sins. I just tried to load it in-game, but Sins blacked out on start-up. Didn't even get the loading screen. Gave me a minidump. This has been happening all day, and I am absolutely certain it has something to do with this file, because whenever I remove the file, Sins works perfectly. I am stumped. It seems legit. Doesn't it? [/quote] Have you tried to use the dev.

25 Replies 16,828 Views

So, its been a while since the last update. The Ability and ResearchSubject entityTypes has been added, plus some context menues (right click) in the main overview. There is a risk that I missed some errors or typos as both the Ability and ResearchSubject were some rather big structures. If you find any errors then just report them in this thread.

11 Replies 49,851 Views

[quote who="JA_394" reply="10" id="2910341"]Hello again. Another request here. To be specific, a turret spawning ability. This is basically it, and I was wondering if it would work, and if not, how I could make it work: ... The logical problem I can think of is that the turret is not a "Frigate," and that's where I hit the wall. I think I've got the ability down, though. Your thoughts? [/quote] This wouldn't work. It has to be a frigate. One wa

25 Replies 16,828 Views

Hey, here I am again with another isue in the entity wiki. The modifierType in ResearchSubject is actually a condition and not an enumeration also the modifierType's enum values depends on wether it is under Bool or float. As I just finished adding ResearchSubjects I though I would share the information. Here is the two enum lists: (bool)modifierType: "AllowGalaxyTravel" "AllowMissionOffers" "AllowPacts" "AllowPirateMissio

278 Replies 1,208,212 Views

Just implemented the basic for rendering and reading mesh files. The XNA framework is used for rendering (those who have tried the games ARES or Magicka should be familar with the name). The framework will only be required for opening the mesh editor, so those who don't care about meshes can just ignore it. [IMG]http://img219.imageshack.us/img219/5215/sinsmodmanager2.th.png[/IMG] <a href="htt

34 Replies 53,033 Views

[quote who="Syneptus" reply="22" id="2904339"]Sorry for bringing the thread back, Is the tool still a WIP? Or is it a dead-end? It would be an amazing resource if it were working... [/quote] The tool is ment to be implemented as a part of my mod manager . It should be capable of the same as this tool when finished and maybe more. I decided to finish all of the entity types before

34 Replies 53,033 Views

I had not even noticed that there was a new expansion untill I saw this thread xD

2 Replies 4,255 Views

Instead of having an numArmortypes, there should instead be added another line, shieldType (the numArmorTypes seems like it is several types for the same "thing", which doesn't make any sense.). About the maxAbilityLevel, don't we already have this in the ability entity, or do you want a higher limit? While there is a workaround for filtiring depending on the entity that is beeing targeted, having it as a part of the targetfilter would be quite easier. [quote]

56 Replies 52,492 Views

Well, I might as well join in. Danman posted a complete package of free tools: https://forums.sinsofasolarempire.com/359484 Direct link to the download (buttom): http://www.danmangames.com/dmgadv/pc-games/mods/sins-of-a-solar-empire.html The thread is a bit old so most of the tools probably have a newer version, but you can always

5 Replies 3,037 Views

I can't help when it got anything to do with art and such, but if you don't get any response here then try and post this question in the modding forum: https://forums.sinsofasolarempire.com/forum/443 I do belive that most of the modders check this part of the forum, so you should get some response within 24-48 hours, if not try and post the question in the above mentioned forum.

1 Replies 9,650 Views

If I remember right it is only some of the enum values that is different, such as instantActionTriggerType and weaponType, plus i think some buffInstantActionTypes are not useable within the ability (they will create an multi target required error if I remember right). In my tool all enum "lines" are different instances of the same class instead of xml files (the enum values are txt files though), I have classes for different roles which all inheri

278 Replies 1,208,212 Views

Hey ZombieRus5, I have a question about your entity wiki. Is it the latest version of the xml files that you use? The reason I ask is that I have come across some errors in it. All of the conditions in buffInstantActionType have buffType and effectInfo even though only some of the conditions use them. I can't remember the other errors right now, but I have thought of going through the whole wiki once I am done with it.

278 Replies 1,208,212 Views

You can give a ship several meshes based on research if that is a good enough alternative to upgrades.

9 Replies 3,905 Views

Yes it is possible by making it damage itself. Since you are most likely using ApplyTargetedBuffToSelf in the ability you can add a DoDamage instant action to the following buff.

10 Replies 9,676 Views

[quote who="GoaFan77" reply="5" id="2886543"] Quoting IskatuMesk, reply 4 So, no further ideas? I have an inkling suspicioun that it's because the ability is level 4 requirement that the AI is somehow breaking because of this. I don't want to make it level 6, though, since level 6 is going to be exceptionally hard to reach... blargh, decisions. The AI should research abilities just find. Try them on Vicious if you have

10 Replies 9,676 Views