Well I have been playing around with the ship files a bit and I think I want to slow down the Tactical level combat stuff as well. Can someone give me an idea just how the scaling system in sins works I know in the galaxy map file you have got these line for galaxy size metersPerGalaxyUnit 25000.000000 pixelsPerGalaxyUnit 1.140002 useRandomGenerator FALSE galaxyWidth 30000.000000 Now what I am interested in would be the grav wells</
Larani64
Hey I am getting this now trying to add a post anybody else having problems today?
Answer for question 1 Consider using Notepad + instead it works great for editing "number lines" and the compare feature will save you enormous time finding errors http://notepad-plus-plus.org/
OK First Question is these the only parameters that effect ships movement in a grav well maxAccelerationLinear 329.000000 maxAccelerationStrafe 350.000000 maxDecelerationLinear 353.000000 maxAccelerationAngular 23.000000 maxDecelerationAngular 37.000000<
Research Tree Modding Thread https://forums.sinsofasolarempire.com/402875 Adding a New Race thread and Tutorial https://forums.sinsofasolarempire.com/401782 Modding, Modeling, Texturing & Converting [Tutorials] https://forums.sinsofasolarempire.com/3
Myfist0 most awesome weebly contains many answers and instructions http://soase.weebly.com/index.html ZombieRus5 Eclipse Plug in Mod Editor https://forums.sinsofasolarempire.com/380774
I am making this thread to gain insight to many answers as I mod my personal version of SOA2. Its also a place for me to store answers to many questions I have seen and read on the forum already, and while I am modding SOA2 many questions I have are kind of generic and thus probably could be answered by anybody and this is why I am placing this on the main modding forum versus under the SOA2 thread. So if you see something you know
[quote who="psychoak" reply="2066" id="2858522"]There will be something wrong with them that's preventing their appearance. For instance, research locked?[/quote] I can't figure it out and from what I can tell research for them isn't required there available right from the start of a new game the only thing is there vanilla not SOA2 abilities and so there loading from the sins game folder not the SOA2 gameinfo folder but I got copies of both files from the referen
Don't you just get tired of doing that myfist0 someone needs to add Current Reference files to a sticky or something or better yet just sticky the weebly [e digicons]:grin:[/e]
I am trying to add the Ability RepairDroids to my constructors in my modded SOA2 but I also want to edit there function I can get the ability added but when I add the modified files "AbilityRepairDroids" and "BuffRepairDroids" to my mods gameinfo folder the ability disapears on both the constructors and the shelbys if I remove them the ability as stock come back what am I missing?
I got only one word for that LCARS myfist and that is WOW [e digicons]5*[/e] Great Job keep up the Awesome work
If your looking for a Star Trek Mod for Galactic Civilizations 2 I would Check here. https://forums.galciv2.com/122770
Oh you just got to keep that one Myfists, You know he kind of looks like a a real pissed off Commander Riker, probably from the alternate universe though cannot imagine Riker with that bad haircut.
[quote who="Major Stress" reply="1921" id="2833963"] If you followed The Optimization Project topic. It gets into much more detail on what these issues are. [/quote] Thanks Stress and yes I have been following your progress in the TSOP Thread good to see that at least some light has been shineed upon the problems with the models. As for me I can't model I don't have a stable enough platform in which to do such fine detail work as modelling but tweaking
[quote who="JTAYLORPCS" reply="1919" id="2832015"]Hello All , Just wanted to drop by and give everyone a update. We now have a much leaner and meaner mod, in terms of errors and coding. We are going to be compling a update to SOA2 and releasing it to the public in the next few days. Thanks jay and team[/quote] That is Awesome, so this update will be for Diplomacy then? Will it be as complete as Entrenchment? I am asking
Alright guys I got most of my worlds laid out and there system star coordinates done. I also got my outline finishe. One problem I have been playing with on the side and have yet to find a work around is # 8 in the Galaxy Map Projects. I can assign homeworlds ok, but at the startup screen I want not needing to select who plays in what slot and then what their theme will be and then their color is there a way to set this up before hand within the modified files themselves? <
[quote who="myfist0" reply="12" id="2831574"]Adding some Eve Battleships to the bottom of the Capital Ships section.[/quote] Hey myfist the EVE link doesn't work just thought I let you know.
Thank you Ue_Carbon I'll Check it out
Wow this is great to hear. As someone new to Sins, I started with Trinity it is indeed good to know the developers haven't abandoned the title with such a annoying problem as the 2 gig limit like many developers would have done. My hats off to IC for this one .
[quote who="Star Dragon" reply="3904" id="2831312"] Quoting Oatesy03, reply 3903Skyboxes are the crazy (in a good way) nebula effects in the background right? I like those personally, I think one of them can be a bit confusing, as all the ships and structures seem to blend into the background, but it's still a very nice effect. Dunno what all these planets are doing inside nebulas though. Yep, those are the skyboxes. I suppose the good news is that Ironc
A Happy Thanksgiving to all the SOA2 Team members current and those hat have contributed in the past a many many Thanks on this Thanksgiving for making SOA2 such a enjoyable and pleasant mod to play on Sins of the Solar Empire. Larani64
[quote who="SemazRalan" reply="13" id="2830969"]Run planets at medium Run ships at med/med/low Run structures at med/med/low Use Task Manager to get an idea of just how much mem that 10 player Huge Random map takes as you go.[/quote] Yeah Thanks I do have all my settings to low and even have skyboxes, debris and asteroids turned off though I don't know how much that helps. I suppose its all because I play Sins a bit differently tha
I know it seem like a dumb question but I had know idea so I had to ask. Entrenchment and Diplomacy are basically mods to the original sins. Entrenchment had the starbase add on and while diplomacy has starbases I believe it just uses the resources from entrenchment so to find them look in the entrenchment folder\gameinfo