Larani64

Larani64

Joined Member # 3467107
5 Posts 114 Replies 463 Reputation
Reply to starbase in Sins Modding

[quote who="Shmily123" reply="2" id="2829053"]it doesnt seem to be there ive already done this for all tha ships etc minus the dip abd the base constructor[/quote] Are you using Entrenchment or Diplomacy vanilla sins doesn't have Starbases

6 Replies 30,795 Views

Ah I knew it would, but of course this was just my attempt at a shameless plug for your utilities [e digicons]:grin:[/e]

10 Replies 9,583 Views
Reply to starbase in Sins Modding

Meshes would be in the textures folder, and for the entity file under the gameinfo folder find the entity file for your particular starbase the mesh instructions are there down near he bottom of the file look forIts all under the Meshnameinfocount line MeshNameInfoCount ## MeshNameInfo meshName "" criteriaType "" MeshNameInfo

6 Replies 30,795 Views

[quote who="Darthtominator" reply="1913" id="2828673"]Thanks Larani64. I can't seem to find 0.4.3e anywhere. Moddb only has 0.4.2e and I have been unable to find anything via Google. Unless I am totally blind there is not a link for it int the header of this thread either. I would be much obliged if you could provide me with a link to where you downloaded the 0.4.3e from.[/quote] <a href="http://www.adrive.com/public/f6a61472d7ac04b4bed069dd7

5,100 Replies 12,667,035 Views

[quote who="myfist0" reply="4" id="2828626"] https://forums.sinsofasolarempire.com/341567 That mod is no longer compatible. It is for 1.041 and Ent is at 1.051 [/quote] Would Harpo9999's utility be able to make it compatible with 1.051?

10 Replies 9,583 Views

Darthtominator my files are 0.4.3E 247 mb main SOA2 Mod files - 0.4.5E patch 260 kb and the fleet mod. The way I installed them was unzipping 4.3E into the Entrenchment 1.051 folder (make sure you dont double up on the SOA2 folders) then I unzipped the 4.5E patch to my desktop and just drag the inner folders over the top of my new mod folder merging the folders found there with overwrite when necessary and that was about it. I did go back and read the posts

5,100 Replies 12,667,035 Views

While I don't know if its what your looking for the movements is very fluid in this mod https://forums.sinsofasolarempire.com/341567

10 Replies 9,583 Views

[quote who="NovaCameron" reply="1424" id="2827339"]yup. 147 i think. textures are at 200MB same as sins+ I removed the original textures which were 120MB for only 5 planets so that helped alot.[/quote] OMG I so want to get my hands on this Cameron so much added for so little resources that would be a great enhancement to the game. I'll be looking forward to it check back after thanksgiving.

1,730 Replies 4,130,003 Views

I don't know about editing the map file but from what I have read editing a save game file right after you start might do the trick see this thread https://forums.sinsofasolarempire.com/176307

2 Replies 1,938 Views

Alright I have just about Finished my outline for my modified version of SOA2 but I got another question. How does one setup the players so that Race A is Team X, Theme X, Color X - Race B is Team X, Theme X, Color X and Myfist if your reading this that galaxy fix worked great if fact it worked so great I was wondering is there a way to keep the planets small and solid like they are in the zoom out view longer before they change to there normal planetary textures I am pretty sure is ha

5,100 Replies 12,667,035 Views

[quote who="myfist0" reply="1904" id="2824134"]That tutorial I made was for another discussion Trying to contact Blair Fraser [Contacted] and I never bothered to make a separate thread so the search was moot. Keep an eye on the weebly for some good tutorials. 1 stop mod shop.[/quote] Worked Awesome Myfist thanks a lot. Had a little problem at first scaled the wrong planet I did the grey one to no effect the checked closely the coordinates on you directions and zeroed in

5,100 Replies 12,667,035 Views

[quote who="myfist0" reply="1904" id="2824134"]That tutorial I made was for another discussion Trying to contact Blair Fraser [Contacted] and I never bothered to make a separate thread so the search was moot. Keep an eye on the weebly for some good tutorials. 1 stop mod shop.[/quote] Will do I have been looking it over and I do agree I think it will be loads of help Bookmarked it you know. I do have Gimp somewhere on this machine I'll go find it. I Read t

5,100 Replies 12,667,035 Views

[quote who="myfist0" reply="1904" id="2824134"]That tutorial I made was for another discussion Trying to contact Blair Fraser [Contacted] and I never bothered to make a separate thread so the search was moot. Keep an eye on the weebly for some good tutorials. 1 stop mod shop.[/quote] Will do I have been looking it over and I do agree I think it will be loads of help Bookmarked it you know. I do have Gimp somewhere on this machine I'll go find it. I Read t

5,100 Replies 12,667,035 Views

Thanks Myfist I'll get on it right away. Will someone tell me why the search engine on this forum sucks Ha Ha I ought to have been able to find that myself. Also before I boldly go where I probably shouldn't What is the status of this mod, I just spent the last three hours just reading this thread and its made more questions than answers. How is the Diplomacy port over doing? Should I be considering modding for diplomacy or entrenchment? Thanks

5,100 Replies 12,667,035 Views

Well my patch job went ok and I fixed my load order and I just want to say thanks guys sorry if I was just being a bit nerdy about it. So my next task on my to do list is eliminating the bright galaxy look around stars when you zoom out far away from the stars themselves. What I want is just to be able to see the stars color preferably any ideas?

5,100 Replies 12,667,035 Views

Wow thanks Stress, lots of good useful information there. And might I say thanks a lot for all your efforts on SOA2 as well I know your RL gotten busy but your earlier efforts are well appreciated. Currently I am just building a project plan so to speak, I have ideas but just implementing all of them may put to much strain on the system a typical game design dilemma I suppose. Not being much of a modeler myself and modeling in my moving semi would be all but impos

14 Replies 17,478 Views

[quote who="myfist0" reply="7" id="2823457"]It is the frame rate. You can try the Dev.eve, use all AI, give them all research and unlimited credits. Watch the mayhem and monitor the ram. When the game starts to lag or get close to the 2 gig limit pause and look what each player has. Just a thought.[/quote]-* Thanks Myfist I had thought about letting the AI go at it I just didn't know how to count the assets so the dev.exe using the contro

14 Replies 17,478 Views

[quote who="harpo99999" reply="5" id="2823305"]I have found that about 100 worlds with 2 ai, pirates and standard colony defender spawns is playable with low detail settings from the start of the game for up to 8 hours, but another twnty planets start to get the slideshow effects even at low detail. harpo [/quote] Do you have any idea how much memory is being used in the above situation? And I am not sure I fully understand what you mean by slide show are w

14 Replies 17,478 Views

[quote who="harpo99999" reply="1897" id="2823308"]if the file is in the top mod IT WILL BE USED, if it is NOT in the top mod, THEN the enabled mod stack is searched from the SECOND mod and on down UNTIL IT FINDS THE FILE, if it does not find the file in the enabled mods, THEN and ONLY then does it search the game folders till it finds the file, with the LAST place looked being the vanilla sins game folders, and IF NOT FOUND you WILL GET AN ERROR and

5,100 Replies 12,667,035 Views

[quote who="harpo99999" reply="1895" id="2823062"]if the files needed ARE NOT in the top mod, THEN entrenchment & diplomacy WILL look in the other mods going down the list until it finds the file, then IF NOT found will then look in the expansion's program files folder, THEN IF NOT FOUND then in the lower expansion, THEN IF NOT FOUND then is the sins folder , and IF NOT FOUND ERROR's reporting could not find file, and the patch SHOULD be overwriting the sao2 0.45e NOT stacked with it, and

5,100 Replies 12,667,035 Views

[quote who="harpo99999" reply="1" id="2823072"]depends MORE on the detail settings, but a the AI loves to throw huge numbers of strikecraft, mine & frigates into the map(s) you tend to get a slideshow due to shear numbers with the SINGLE thread of the game, but multithreading the engine would be a MAJOR re-write of the engine for ironclad, and if you start your mod from the optimisation project you will have MORE space to play/add than with the standard game. harpo[/quote]

14 Replies 17,478 Views

I am just curious I am about to embark on modding SOA2 for my own personal use possibly adding new planet types and maybe even some races as well all this I will be using on my own map specifically tailor for a long solo play game. What I want to know is Whats the largest map ever played on? And When does fleet size or number of ships start reaching the 2 gig limit 100 ships 1000 ect.

14 Replies 17,478 Views

[quote who="myfist0" reply="1893" id="2822924"]Directory Structure from http://soase.weebly.com/modding.html The fed scout in the top mod is used. If you want to stack with SOA2 then your Mod on top of SOA2. Any modified files you add to the top mod will be used instead of whats in the main mod. The manifests can be confusing. If you add an entity it needs to be added to the manifest but if you just modify existing ones, you will not need to include the manifest in the t

5,100 Replies 12,667,035 Views

[quote who="psychoak" reply="1891" id="2822681"]You need to keep the Fleet Mod updated with the entity manifest version from the latest patches, it could end up calling bad references from changed files. I've not used the pipeline effect mod, so no clue there. [/quote] Well I downloaded and installed a few weeks ago all at once and I don't think there have been any changes since then. Pipeline is just a modified version of the pipeline file with the fix to lighten up

5,100 Replies 12,667,035 Views