I wouldn't say that it is sudden, but thanks for checking it. I wouldn't mind feedback, both in user experience and if you find some bugs/weird parts. It is not too well documented, so i hope that you don't find it too confusing.
gruntmaster1
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
Care to give more details for the less literate?
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.
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.
[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
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
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 :)
[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.
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.
[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
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
[quote who="ZombiesRus5" reply="26" id="2907363"]Awesome, glad you are still working on this. I still fire up your original to make mesh changes occasionally. [/quote] Oh, glad to hear that ^^. I can imagine it is more fun to use then xsi or the 3ds max plugin xD
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
[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
You can get particleforge here: https://www.sinsofasolarempire.com/downloads.aspx
I had not even noticed that there was a new expansion untill I saw this thread xD
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]
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
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.
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
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.
You can give a ship several meshes based on research if that is a good enough alternative to upgrades.
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.
[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