First, welcome to the sins modding community ^^ Have you tried harpos utility? It can be found here: https://forums.sinsofasolarempire.com/353296
gruntmaster1
Update?
Quite some work? nah I have only been working a mounth on my race and is currently only 318 entity files and barely halfways. Well I don't know mutch about which mods have exactly what, but 7 deadly sins is probably the mod with the most races (you will need the Alpha for latest working version, which you get through being a playtester).
[quote who="RestlessMind" reply="3" id="2539114"]Here you go! This method will convert ALL the files to text, but then you can convert them back to binary with the same tool. https://forums.sinsofasolarempire.com/353296/page/5/#119 [/quote] Well he wants to do it without a utility. [quote who="Marcus_Aure" reply="2" id="2539079"]I realize it sounds strange putting it that way but there are only a few files I'll want to edit, no more than 30 files. So I won't be doing all
Well, due to popular request, aka RestlessMind, here is the Celestial Bodies for Diplomacy v1.00. http://www.mediafire.com/?0nq2wyz0ozw
So, you want to convert roughly 1000 files manually rather then use 155 secounds on converting them with a utility? Well you convert them using command prompt, and that is all I can remember xD. I think it is mentioned in the help documentation in forgetools 3. Here is the part: <span sty
Well Sins errors are like hardcodes, they aren't always ment to make sense, but only to be known. I once had an error where i would get a minidumb everytime I hovered the curser over a research picture in the research tree. It showed out to be because I had set the logistics page and tactical page in the player*.race to 0 (this race don't have any modules). The error was gone after adding some modules to each page.
hmm, it should be able to move now.
Well there arent any maxShipSlots in the gameplay.constant, however you have to alter the the ai to build x times more the ships that can now be build (found at the buttom). This is from a mod where I increased the logistics by 10 times: table-Aggressive BuildShip 100 - increased from 10 BuildModuleTactical 2 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeRese
[quote who="CommanderDyran" reply="4" id="2537357"]I was hoping to try to cut and paste different parts of the other caps for a quick-fix until I can model better (as I can't model at all right now). Another quick question regarding capital ships abilities - would it be possible to have a capital ship do: A). Create a structure (Phase Stabilizer Node, Turret/Cannon, Broadcast Center?) B.) Increase Diplomacy values (Reputation increases with
I take the silence as noone knows why it is hapening. EDIT: I think I accidently found the reson for the problem, the orderAcknowledgementType should have been set to "Invalid" Will test it once I finished my summon nodes. EDIT:2 dang, this is embarrissing, finally found the problem, I was ussing the quickplay option in the dev.exe menu aka giving instant cooldows
The min shieldmitigration is defined in the player race and how mutch it increases per damage taken. The ships define how mutch their max shieldmitigration. You can go over 100% (so basicly your shield heal from damage xD), though in the dev.exe it will give you a constant error message while you have selected the ship.
Use the dev exe to find out (can be found in the install folder). Might be an ability if you have altered any of them.
That is most likely beacuase of some pipeline effects, look at his thread: https://forums.sinsofasolarempire.com/375189
Hey I have a problem with an ability which even though the cooldown is set to 20 secounds instantly coolsdown. The ability and its buffs look like this: AbilityTitanGoliadAntiModuleBeamNet: TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffTitanGoliadAntiModuleBeamNetChain" effectInfo effectAttachInfo attachType "Invalid" smallEffectName
Gl, I have once tried wanting to add 1 new "Titan" ship for each race. It can be a little troublesome if you are new to modding (I remember when I used a whole day just to get their abilities to not crash the game, just to find out that only half of them worked -_-).
np, though does it mean that the istaller didn't work? It is a tool someone else made for us (thread is somewhere on these forums), and it is the first time I used it on "published material".
All of the most up to date convertdatas and dev.exe is in the install folder since the release of 1.81 and 1.041.
I might update it depending on how much which needs to be changed. After a fast look, I can see that there is quite something to add, but that they also made it relatively easy to do so. I might update it tomorow or when I get tired of my abilities bullying me.
Its a alternative version of the normal game, they can be found in the install folder since sins 1.81 and entrenchment 1.041. They have certain features which make modding and especially debugging a dream (well more of a dream). it for example shows all errors in the game, so if had my previus example it would say that it couldn't find the enum value "ApplybuffToSelf". Also if line was written as bufftype instead of buffType it would say that the line number xx in xxxxxxx file named bufftype
About armor the gameplay.constant have the line HullPointPercentageIncreasePerArmorPoint 0.05. So I guess that hull damage reduction increases by 5% for each armor point (just a shot in the mist). Also what did it deal those 200-300 damage to, hull or shield (mitigration could be the cause)? For the ability the vasari capital siege ships assoult ability (forgot its ingame name xD) would be the best skabelon for it. The file names are AbilityBonusModuleDamage, BuffBon
Also to put it in another way, the different expansions contain different lines in the filestructure, if just one single line doesn't match with the version of the game it will minidump. One example could be to type ApplybuffToSelf instead of ApplyBuffToSelf which will cause the whole game to crash when activating the mod, had a lot of "fun" with those in the past and still somewhat now Dev.exe ftw :).
Harpo you don't need to, I have almost (I hope) finished updating it. EDIT: Download , remember to follow the steps in the readme!
So in other words a defense game? The hardest part would be to make the pirates keep comming after a certain time.