gruntmaster1

gruntmaster1

Joined Member # 3451919
15 Posts 413 Replies 428 Reputation

[quote who="plywoodmouth_1" reply="2" id="2708472"]Hi thanks for the reply harpo I have checked and rechecked what you mentioned above and still no luck, this is where the mod is: Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\gameinfo\carriermod Perhaps I'm missing something, not sure what I missed though, any more advice would be much appreciated . [/quote] the path is wrong, it should be; Local\Ironclad Games\S

14 Replies 3,892 Views

Long time since I last posted in this thread xD. After discovering WPF (windows presentation fundation) and how to add 3d models to them, there is a good change that these features will be added to my entity forge, I know the tool sounds kind of familiar >_> but they should be different enough from eachother, e.g. mine contain hardcodes on soundcount (10 sounds per soundcount) because I know you guys love hardcodes :) Currently I am expanding the database with a n

34 Replies 53,232 Views

250.000 O_O, no there aren't any mods which change it to that much, but it is relatively easy to do it yourself. First you will need the "reference files" made by harpo then create a new folder in your mod folder and then a folder in it named GameInfo. After that you copy over the maxshipslot research files from the reference files (I think that they are in the vanila sins folder) and then open them with notepad. You will find the fleet supply around the buttom.

7 Replies 2,516 Views

it looks cool, but there will be some minor issues ingame. The rings can only rotate by applying them as effects, so ships will fly through them and weapons won't hit them.

9 Replies 7,471 Views

1. I have had some similar problems with a high delay before my ships start attacking, not sure what causes this. 2. This happens when the ship with the fighter doesn't have a hangar point in its mesh file. 3. How fast is the ship? The experience I have had with fighter movement the ships seem to move away from the target for a certain time and then reengage it, if they are too fast then they will move out of the gravity well.

7 Replies 5,686 Views

So basicly you want to give the ability points firing arcs? Thats as easy as giving normal weapon points firing arcs, sorry. The best workaround would be to make the firing effect a missile so that it would shoot straight from the point and then move/turn towards the target rather then move through the ship.

5 Replies 3,473 Views

You have to be more specefic, what do you meen by treee of improvents? the tech tree? Each research is a single file in the gameinfo, starting with "researchsubject... .entity". You will need the gameinfo files for your version of sins as text files, you can seach for reference files to get the files for the newest version. To make the mod, make an folder in the mod folder of the game (go in options in the game and then mods and press show modfolder or something like that) with the na

5 Replies 1,811 Views

Randomize is not the only reason as it can also spawn capital ships.

13 Replies 10,749 Views

also notice that the current public 7 deadly sins (2.1) is very old. You can get the latest version by visitting the danman forums and apply as an alpha tester.

2 Replies 3,728 Views

[quote who="Maxunit" reply="9" id="2670854"]Problem is, the Optimization mod is not compatible with mods like Distant Stars (tried it out with Opt mod at the bottom or DS at the bottom). [/quote] some files might not be "compatible" with each other if you activate them seperately, you might void it by having the optimization mod at the bottom of the list.

11 Replies 31,834 Views

Great to see someone making an effort for begginners, after the sinswiki didn't get as far as I think it shoud had. A little late to reply from your requst, but better then never ;) Some things you could add is the DANMAN modtolls package which cover most areas with free tools, another toool is the depeche viewer. It is a free tool which you can use to search the content of multiple text files (free version supports a max of 1000 files if you search a folder or 100 mb). Good if y

120 Replies 1,352,994 Views

The instantTriggers are for periodic buffs which can only have AlwaysPerform or OnChance. I am not sure about the ability one, could you post how it looks?

13 Replies 10,749 Views

Actually it was mentioned in the sins optimizer mod, but as far as i could understand, the result was that sins still had a cap on 2 GB ram, but it didn't cause a minidump when it reached the limit.

11 Replies 31,834 Views

All of the dev.exe are in the sins install folder. If for diplomacy then it should be named Sins of a Solar Empire Diplomacy Dev.exe. If it is for a later version of either original sins or Entrentment, then they (there is one for each expansion and the original) might not be in the install folder depending on how old the version is.

5 Replies 2,990 Views
Reply to Support. in Sins Modding

erh, what mod? Depending on the changes required it might happen ;)

1 Replies 4,549 Views

hmm as far as I know it doesn't cause any minidumps and the frigate construction button is above the movement button so you can still make ships. The only problem is that you get a constant error message while you have selected the starbase when playing in the dev.exe. It doesn't cause any problems in the normal version.

8 Replies 7,001 Views

It only works on phasemissile weapons, also change the PrioritizeNewBuffs to PrioritizeOldBuffs. Another thing, why have you made it so that the ignore buff is only added after the weapon is fired? If you just want it to ignore shields when activated then remove BuffTransphasicWarhead and make the ability refer to BuffTransphasicShift with no finishconditions.

7 Replies 5,938 Views

As far as I can see, the names of the ability and buffs are the same as the current ones for Finest Hour. So there will be no need to update the entity.manifest. Try and use the dev.exe and tell what errors you get. btw the selfdestruct ability seem to be popular lately.

11 Replies 14,227 Views

Thx for the nice feedback, summer vacation is near and It is roughly a year since I started modding so I am more experienced now and might fix the things that doesn't work. Though they aren't mine models: "Credit for models go to Kiedjor and yes he has allowed me to use them."

27 Replies 23,359 Views