gruntmaster1

gruntmaster1

Joined Member # 3451919
15 Posts 413 Replies 428 Reputation

It can't be activated manually, but you could make it have auto use on from start, also it is the 5th ability ;)

16 Replies 7,131 Views

You don't need the textures, only the mesh file and then you can copy over the info of the points to the original mesh. In order to add some material so that it can convert the file use the material editor (top right) select the model and press on assign material (3rd button from the left). You will get an error message the first time you try to export. Close the script and open it again then reassign the material, then link the dummy points and then try to export the model again.

14 Replies 8,307 Views

Look at reply 5 in this thread: https://forums.sinsofasolarempire.com/363478 I can't remember the orientation of up and down though, and don't hold back on asking, you mostly get to know things in this game through trial and error, or the forums ;).

14 Replies 8,307 Views

Updated info, hope to hear some suggestions :D And here is an updated version of the Genesis for those interested:

17 Replies 13,321 Views

I would remmoned that you try to find out what can and can't be done first since Sins have some barriers in places you wouldn't expect and these barriers are quite solid.

8 Replies 6,082 Views

Argh goddamnit, just a single line causing this. Have to eat now, but will get to it after that. EDIT: here is the updated version http://www.mediafire.com/?yowitlgmnqq

13 Replies 17,830 Views

[quote who="godzilas" reply="4" id="2542912"]Crashes on attempted application in v1.01 Diplomacy. :/ Sadness, as it looks amazing. [/quote] It is almost even more sad that this is caused by a single new line in the game constant.

263 Replies 837,038 Views

They are like the entity files, in the game folder they are bin and will have to be converted to txt like you normally do and then open it with notepad. Remember to place the .brush file in a Window folder in your mod folder and not the GameInfo :)

26 Replies 11,546 Views

[quote who="SeconHanJay" reply="18" id="2542247"]Alright, another modding question (this'll end up being a modding guide, if I slam enough in...). Where the HECK are the graphic files? I see references, HUDICONPLANETMODULE blah blah blah... But where are the icons? I should be super easy to make new icons, but I can find them anywhere. [/quote] The pictures are in the Texture folder, but the line that is refered to is in a file in the Window folder. The files in the window folder

26 Replies 11,546 Views

There is one possibility, but it is kind of a workaround. Instead of giving unlucking a weapon it unlocks an ability that removes the old starbase and deploys a new one without the missile weapons and with the projectile instead. One of the drawbacks is that it can't "save" the previus purchased upgrades so you will have to reupgrade it again.

3 Replies 4,619 Views

no, 3 weapons is the max for any entity, the only way to make more is through abilities. Notice that the entity has 5 ability slots, while capitals only use 4, this is because the 5th is hiden behinf the skill button. You can either make a passive ability or an ability with auto attack on by deffault.

26 Replies 11,546 Views

Nah I have a tendency of not going in detail/make it short if I can :) What I meant with the research is, that we have the 5 sub windows 2 only affected by military research centers, 1 only affected by civilian research centers, the diplomacy window (not sure what it is affected by) and the last which is affected by both. The problem is the space, as we can't have researches with long tiers without using a lot of this space. Though a possibility could be to make each tier require a go

19 Replies 13,111 Views

[quote who="SeconHanJay" reply="8" id="2541265"]Say I didn't want the Advent in my mod. What could I do to do that? Would I have to add playerpsi.entity to my mod, and make it non-selectable? [/quote] You can do that, or you can remove it from the entity.manifest that way the game will basicly ignore the file in the install folder. Notice that I haven't tried this myself so I might be wrong. [quote who="DessanT" reply="9" id="2

9 Replies 2,713 Views

Yeah, you find it in the expasnion folder in the install folder, so in your case the diplomacy folder in your install folder, also note that the file is already in txt format so you wont need to convert it.

26 Replies 11,546 Views

Almost forgot, you will also have to edit the GlaxyScenarioDef.GlaxyScenarioDef for the spawning info of your race. The pirates are already added to the playertype, but it will be good to know when adding new ones. This is how that part looks with my own race. playerTypeCount 5 playerType designName "Tech" entityDefName "PlayerTech" playerType designName "Psi" entityDefName "PlayerPsi" playerType des

9 Replies 2,713 Views

the entity.manifest is basicly a "library" of all the entity files that there is, which means that you have to edit it when you add or remove entity files.

26 Replies 11,546 Views

all .entity files are placed in the GameInfo folder no mather from which version they are, so no subfolders. also Have you renmaed any of the .entity files and updated the entity.manifest?

26 Replies 11,546 Views

Well I wrote this in another thread: [quote who="gruntmaster1" reply="2" id="2535557"]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 n

26 Replies 11,546 Views

[quote who="SeconHanJay" reply="4" id="2540289"]I'm trying to mod, how do you add a race to the game? [/quote] Oh, good luck with that. The race's "info" is found in the Player(racename).entity The best would be to copy a excisting file, the PlayerTech.entity is recommended. The only part that you will need to edit in order for it to work is the selectablePriorty which needs to be 3+ if you only have the other 3 races. The rest is simply info and not requirements. <p

9 Replies 2,713 Views

While you can't make direct victory conditions, you could make abilities that would either require a research with ludicrous amount of prerequisites or have a resource cost and would basicly be a wincondition aka one press = death to all enemies (maybe even allies too [e digicons]}:)[/e] ?). The main problem would bethat you only have the 5 tabs in the research (ships, defense, civilian, diplomacy, fleet) and how to expand/focus on economy/(culture?).

19 Replies 13,111 Views

have you read the documentation pdf file in forgetools 3, note that some of the info in this is really outdated, could almost be called ancient history of sins, the reference files are outdated, the syntax for converting files between bin and txt is different, and you only need to add the editted files in the modfolder? Also while it is possible (I guess) it is never recommended to replace the original files. You make a folder, which name will be shown in the mod menu in the game, in

26 Replies 11,546 Views