Welcome my dear moder, I have something that might peak your interest. I present to you: The Manifest Watcher MK 0.8 So, what is this about? This tool will keep checking the selected manifest (-s) for the selected mod(-s) every secound and update it if needed. The
gruntmaster1
1.91? didn't know I had been away for that long O_O
Adding expanded galaxyforge for maelstrom mod might be a little more helpful for some people :D
About the copyright see the secound post in this thread: https://forums.sinsofasolarempire.com/389504
Have you tried activating it? It mostly consist of remade particle files if I rememberright (correct me if I am wrong) so there shouldn't be any problems. It isn't possible reverse the impulse version.
Thing one: Yes, this is possible if I have understood you right. What you want is to expand the battlethemes with these 2 tracks right? If so then it is quite easy. You will need to convert the mp3 files to ogg files (use google to find a free tool). Thing two: This is quite easy (both things) if you know how to do it xD. So lets get started, first you will need to go to the folder with all of the mods. Go to your user folder and add this to the path: \AppData\Local\Ironclad G
In these cases the dev.exe is your best friend (next to an experienced moder [e digicons]:thumbsup:[/e] ) You can find it in your install folder, open impulse right click on sins entrenchment and select application folder. The full name of the file is Sins of a Solar Empire Entrenchment dev.exe. The difference between this exe and the normal one is that this one, among other things, show error messeages which can greatly help debugging the mod. btw did you use the forge tools 3 refere
It should be possible though I need to think it through a little. Bassicly you will need 2 abilities (or just the one you are making if the entity is a spawned frigate) the ability you make and a passive one to "configure" when the ships attack and take damage. The passive buff will have 2 instant actions, both with ApplyBuffToSelf and one with the trigger OnDamageTaken and the other with WeaponFired (might be a little different). If it is an ultimate ability then: The buff ap
The most problamatic parts would be the targeting of the "missiles" and the fire effect. Frigates always spawn in the center of the... erh spawner and will either be pushed out when eather move or be pushed by the impulse. This could resoult in the missiles spawning at random places of the mesh wich would look a little wird. By targeting the missiles could have a really short range weapon or an ability with a moveToTarget instantAction. Because of this the missile will either
Always glad to help... when i can :)
Ok so it is the trade stations within the same gravitywell which stack? Sounds cool and more important possible xD. What is your issue, they simple doesn't stack, minidumps, did you use the dev.exe and got some specific error? You could upload the files so we can have a look at them if you don't have anything specific errors or such (please mark the abilities and press on the insert code block, so it is more readable, just chose one of the languages, doesn't matter much)
Ok you would also have to move your mod above as or the other mod will override the files in your mod when they are loaded by the game.
There are two files that determine the music played, the race files which are unique for each race (surprise!) and the Game.musicdata which is common fot all races. Since the file is part of the game you "empty" it by eather removing all of files content or by deletinng the file (if it is included) and remove the file from the entity.manifest and reduce the count by one (copy the mods manifest file to your own mod and then change it). Also is your mod above the other mod when you
what do you mean by stacking abilities?
Hey, sorry for the late response everyone, I have had my focus on other places then sins. I have had a little pause from the project as things became a little repetive (currently buff entity table consist of 3371 lines >_> and I still need the finish conditions), but most functions except for creating and getting the info from/to files have been done and then there is the tables TT (worst part). @BCXtreme not sure if it is too late, but the latest version didn't seem
I couldn't find anything wrong with the ability file, so it is one of its references. How does its buffs look like?
Hmmm one way that could be possible would be using different triggers (like OnWeaponFired) with the attached effect. Just only add sounds without adding any effects. Some sounds like on selected is not possible.
It is not possibly for a specific unit, but a specefic buff, so if the unit has the buff then yes. Tell if you're interested in further detail.
Its not possible to add moving mesh parts to a model, but it is possible to add a mesh to a particle effect and add the particle effect to a mesh model (the main difference being that the effect can't be hit and some times they won't apear or might be delayed).
this part of ZombiesRus5's entity wiki should help http://code.google.com/p/soaseplugin/wiki/fireConstraintType
I am also having windows 7 64 bit on my new laptop without any issues with sins.
Well first it is CapitalShip (other will cause minidump, sins is quite sensitive) and the answer is probabæy both yes and no. the targeting part only change the direction that the cannon points. The cannonshell will then move in that direction, which means that if the capitalship moves then the shell will miss the capital and I don't know more then that (actually planning to make a ship which fires barrages of shells at incomming hyperspace ships :))
omg, it lives!!! Welcome back, seems like an interesting idea, good luck.
The most problamatic part is that sins has a max cap of 2 GB ram and it minidumps when it reaches that limit, this can be an issue on the larger maps.
It would help a tiny little bit, if you mentioned what is wrong :) Do you get a minidumb when applying the mod, does nothing happen when you start the game (no changes was applied) or does the mod not show up in the mod list? If the minidump is the problem, try and run the (game name +)dev.exe, you can find it in the install folder. One of the features of the dev.exe is that it give errors when something is wrong instead of only a minidump. Then post the error