[quote who="Teal_Blue" reply="12" id="2445844"]Just had a thought, what if you make a "CapitalShip" that has the starbase specs? I dont know if you could still get the tradeport or cultural upgrades, but it would level, and it might be closer than a "frigate". Just a thought, -Teal [/quote] Nah, that also won't work. The upgrades themselves (while limited) are the important aspect meaning you use resources to improve your ship.
gruntmaster1
Damn, I can see that my plans ain't gona be easy. The most important part would be the upgrades part of starbases, which I can see isn't possible with this method. An other way of making the phasejump would be giving them a teleport ability which, maybe, can be constrained to neighboring gravitywells. The only draw back to this is that it will cost an ability slot. Well, thx for your help anyways.
Thx drag, I just editted the frigates page because of some spelling errors I had in the text file.
[quote who="Thoumsin" reply="25" id="2444683"] Quoting Moguta, reply 24 Thoumsin, thanks for your pledge to help out. I had no idea that a Sins modding wiki was already in existance, and I'm glad that you don't seem put off by this new attempt. As you say that wiki was mainly for the 7DS mod, hopefully one with a more general focus will draw broader contribution. The 7ds wiki was not really a wiki for mod... i have simply copy tutorial
I will try and add that which I can, though anyone can feel free to edit that which they think should be editted. btw. I love the confirmation mail especially the "probably you" line: Someone, probably you, from IP address **.***.***.***, has registered an account "Gruntmaster1" with this e-mail address on Sins Modding Wiki. EDIT: Right now I will just add stuff to the discussion board and then you, or someone else, can add it at will. Also, I am currently
hmm In a way it will be a good idea, but I am unsure how well a "wiki" would be/do. The problem with it is that it is hard to make modding of sins generel, as it is a lot easier to explain when you want to do something certain. The wiki could come with a description of the different enumeration with abillities/buffs, when to use what finishconditions, what kind of starbase upgradetypes (most likely not the right word) enumerations there is (I think a lot of modders would b
Hmm, I have been looking for the mod, but I can't seem to find it, also the jumping starbases was released in june or July, though it can be that it was one of the versions. Can you tell how you made them jump?
Well then here it is: Clash of the Titans | Alternative link hmm sems like mediafire isn't as good a filehost as it used to be, I will try and look for a different uploader. If anyone can tell wetter or not they have problems would be apreciated. Known issu
[quote quoting="post"]Well, as the title suggests, I've never modded before, but I would like to do some light mod work to rebalance the game for fun. So, I have a few questions before I start: 1. Can you change a ship's abilities to be another ship's abilities without changing the second ship's abilities? My current idea is, because I am a strident Advent player and because I'd like to do some testing, to replace the Radiance Battleship's Detonate Antimatter and Anomosity wi
[quote who="Barn0" reply="10" id="2431053"]Wave goodbye to those pestsky starbases speaking of which will you be giving starbases any extra health/shield points to deal with the awsome power of the ships? The abilities u've thought of sound cool can't wait to try them out. Sorry to ask again but will you have the Dynamic Battle System in the mod? I find it hard to pay a game of Sins without the fluid montions of frig's n cruisers coming in for the kill! Thanks
If I remember right it is possible to make an ability which creates resources, just give that to a building and there you have it :D. FLOW would be harder, you could use phase jump gates for the traveling and antimatter as an enrgy source. The phase jump gates couldgradually drain antimatter and a generator could then add antimatter to other structures. If the gate no longer have any antimatter it won't work. The harder part of the FLOW is to make the "energy" buff travel through the lanes an
The closest I can think of is the phasemissile swarm ability, though I am not sure how you can make the travel effect as beam instead of missile (you can't just change the weapon effect in the abillity, might use the beamblast to see how they made the beam travel effect there).
If you are speaking of a passive ability that increases that target count then its as kitkun says impossible. If it should be possible then it would be a buffentitymodifier, though there isn't one in Blair's list so not (currently) possible. If you're talking about an ability that fires at enemies then it is something else.
Well, we definitely got some details now xD. Hmm I am a worshipper of variety so this might be interesting, but still quite far from Universe at War, though you made me think of how it could be implemented in the game and might result in a new race in my mod (once I get all the other stuff done).
Not to be troublesome, but could you give some more details?
can you be more specific? Is it error and which? Is there only white squares? Etc. ?
I am not sure about the release time yet as I have two midterm exams next week and some abilities aren't as cooperative as I would wish. Here are some details of the epic/titans which hopefully will make the wait harder ;): The Thor: - Weapons: Bombardment cannons for front and back damage, rocket launcher for front and rapid firing flak guns at the sides. It can target 14 enemies at the front, 6 at the back and 8 on each side. The bombardment cannon and rocket launcher will o
Wow, a reply O_O. well there haven't been much progress since my vacation have ended and the university is taking quite a toll on my sparetime. And there haven't been much which pointed that this needed a high priority ;). For the progress: All there needs to be done for the V 0.9 is getting the epics finished. The thor is more or less done, the hit effects might need some adjustment, but that is more of a quality question. The Alpha is also almost d
From where did you download the 2.1 version?
[quote who="EvilTesla-RG" reply="23" id="2411873"]and besides, we've ALWAYS had to use convert data. This has NEVER changed. [/quote] As far as I remember they were using txt files in the beginning, but went to bin to reduce the loading time.
Hmm thats quit a lot at once. Well to "install" a mod download it and unpack it to your mod folder. You can find the path for your mod folder by going to the options menu in the game, then mods and then show path. Notice that the appdata folder is hidden and will need to be shown. Start the game when you have put the mod in the folder and go to options and then mods. Now the mod should showup in the list and then you can enable it. For making your own mod you can read the documen
Yeah for entrenchment 1.041
The particle forge and galaxy forge can be used as far as I know. The dev.exe and convert.exe are old though. he newest patches comes with the newest dev.exe and convert.exe, so that is not a problem.
New info released, hope to hear from you guys :D
Try and put the gameinfo folder in you entrenchment 1.041 mod folder (the same folder as where you have your mod folder). I fI remember right the program converts them after different versions depending on the name of the folder they are in.