Then that is the reason, new frigates, capitalships and research needs to be added there.
gruntmaster1
Have you also edited the player entity files? fx if you have renamed the frigates.
For some reason it gives me a minidumb after I tried to add a capital ship, this is the error that dev.exe gave me: Assert @ c:\gs\entrenchment\CodeSource\GS/Player/PlayerEntities.cpp(80) ref->GetICapitalShipPtr() != NULL Anyone who have an idea what this means? EDIT: okay, this error was my own fault And I have fixed it now. Finally the sixth have been summoned. Now if I just had those models.
Some mods are only combatible witch certain versions of Sins/entrenchment.
Increase how? if the amount aka crew, then just edit the research connected with crews. If add new capitalships... well I am trying to figure that out myself. For the files, you first need to convert them from binary to text files.
You can either use Harpo's utility https://forums.sinsofasolarempire.com/353296 or Danman's modtools pack, I think the converter in that one is updated to the newest version, though I am not sure.
ok, one thing at time xD I am also new to modding (started 5 days ago). Most mods files are binary which works faster with the game, but is hard to impossible to mod. What you need to do is convert them into text files. You can use harpo's utility for that: https://forums.sinsofasolarempire.com/353296 You can then open the files with notepad and edit them. Also I recommend that you download the forgetools and read the beginner documentary. <p
There already is a test version for entrenchment. It is possible to get, but since damnan hasn't made any links to it himself, I won't either. Besides that i couldn't get it to work with entrenchment so there is possible still quite some testing.
It's the username that you logged on your computer with, if you have multiple usernames. to find what it is go to start and then documents. In the top there will be a "username"->documents that is the username you have to use.
Hmm, I'll be more straight next time then. Updated question 3. btw. I solved the dev problem by using the one in DANMANs modpack, so thx to him.
Since noone else bothers to do this: 3d modellers: 3D MAX 9 plugins Autodesk DWF Viewer 3dc32440 blender-2.49a-avifix-windows LithUnwrap_v13_2002_0211 SOFTIMAGE_XSI_601_ModTool -------------------------------------- 7zip installer -------------------------------------- Convert Entity files from Binary to Text or Text to Binary -------------------------------------- Converter for Sins 1.16 a
Well, then your grim ripper is probably gona voice the most overpowered capital ship in the sins modding history cabable of destroying a starsystem :D I'll remember the credits ;) ... maybe.
... don't you know when someone tells a joke xD Thx any way. Hope I won't get anymore trouble with this part.
... Can you even remember how many utilities you have made xD? Well they are a great help for modders, or atleast me, so don't stop doing it :D. Hmm I can't seem to find a mesh.manifest, what folder should it be in?
Hey, I wanted to hear if you mind, that I use the voices in my mod? It will have some "new" units and some new voices would be a great addition.
two more questions added.
For maps, the single map that I have made only showed up when I put it in my glaxyforge folder located at the appdata/.../sins of a solar empire. It is in the same folder as were you have your mods folder. Note that I tried this with entrenchment and I am not sure if it works with the original game. I am not sure about your other question.
Sounds odd, the file name in the entrenchment folder fits the one in the error messeage and the unit should not work ingame if the filename was wrong. That aside I have added 2 new questions to the first post.
hmm Seems like that is not going to be a part of the mod then, but thx for helping with it. The last error message I get before the game crashes without the mod beind enabled is this one: Failed to Read File '.\Entrenchment\GameInfo\CAPITALSHIP_PHASEBATTLESHIP.entity'. desired read bytes = 1, actual read bytes = 0. Not sure if it helps solving the problem, but would be cool if it did :D Oh and a last question. If I make it so that you have twice as mutch i
Hi, you might have seen my thread, but since noone has answered this question I'll try and ask it here. What I want to do is to make antimodules able to also attack capitalships and I tried some things without succes so now I am asking here. Hope it can be done and someone know how. ~ gruntmaster1 EDIT: Ok, I got the answer in my thread.
thx for the reply. I tried to do that, though with the same result. Currently I can run the game with 880 supply, crashed once when I accidently pressed the hot key for my army at the same time the raid was spawned. The crash was a little different as it gave me a mini dump were the too high supply tells me that entrenchment has stopped working without a mini dump. I hope, that I can push it a little further, though I doubt that will be possible.
I've done some tweaking and it seems as the raid size is a compination of the strength, supply and max ship count. I think supply refers to logistics aka the avaible logistics to create the raid. So if I decrease the logistics costs of the ships or increase the maximum supply and changes the maximum ship number, the raid will consist of more ships. I think the weight changes the priotation of the ship maybe in comparison to logistics. For example if you have a maximum of 400 supp
Hmm, ok in what way do the numbers affect the raid? for example if I want it to be twice as big?
Ahh that explains why I couldn't find it as I was only searching in the entrenchment folder, thx a bunch. Now if only someone could help with the other question. This is kind of oftopic, in my own thread even xD, but I am having some issues with the dev.exe. When I run it, it opens a secound window with grey background and tells me that a file is missing. I can select skip or skip all. which ever I press I keep getting a new error with a new file name. Anyone who can help?
The only target filters in the frigate files are the TRUE/FALSE ones and I have turned attack only structers to FALSE. The filter might be in the attack type, though it might also only be a modifier (found in the gameplay file) vs different type of targets.