[quote who="psychoak" reply="1889" id="2822404"]Your glitch with changing names is probably a fubar patch job. The .4.5E patch, which should fix this, is a direct overwrite to the main directory. If that doesn't fix it, there's something undoing the fix, either in Soa2 Fleet Mod, or PipelineEffect.[/quote] Thanks Psychoak the odd thing is before I ran the Dev.exe everything was fine. Are you saying I ought to unzip those files again and overwrite what I have
Larani64
Couple Questions on the developers tools for Entrenchment. First I get a few errors but they seem more to do with the Engine than the mod itself correct me if I am wrong. Second After running the developers exe my players name disappeared and now when I start the game I cannot change the players name its as if the button on the hud has a broken link or something. Does this have something to do with the line SetActivePlayerIndex:-1? Here is the results of my current dump
[quote who="ZombiesRus5" reply="1884" id="2820115"] I have a Sins Editor Eclipse Plugin but have not thought to include galaxy files as I'm not a map maker. I'll take a look at those files and see if I can add the definitions to support validating galaxy files that may have been edited by hand.[/quote] Looks great does it handle Entrenchment 1.51 alright any issues? All download it and check it out sounds like something I could find most useful. thanks</
[quote who="psychoak" reply="1882" id="2819861"]You need to be using the developer executables in the main program directory. There's one for each version of sins.[/quote] Oh Yes your d'man. Damn psychoak, in just one post you fix countless hours of stuggles. Do you remember how I couldn't get the templates working in the Galaxy File but could in the GameScenarioDef File tried it again using the dev.exe and all it was is that in the GameScen
[quote who="jpaa1701" reply="1880" id="2819811"] Quoting Larani64, reply 1879 I really hope that is a joke and you are not really driving down the road in a semi at 65 mph and trying to mod at the same time cause that would be bad, really really really bad.[/quote] Nah my wife drives too so I am in back in the sleeper pounding away on the keyboard suffice to say its not the most creative, nor conductive place to do modding of any kind. Hell even gaming c
[quote who="psychoak" reply="1876" id="2819499"]I think I'm the strategy guide currently... I guess I could write something up, but work is yucky![/quote] Nah your more like the Great Sage on the mountaintop or Oracle if you prefer. [quote] Indeed. Your research modifiers are all percent changes regarding regeneration rates, so don't set them to zero, just something slower. You'll definitely want to nuke them wit
[quote who="Gottagoskiing" reply="1874" id="2819362"]Does anyone know of a strategy guide that explains what each ship and each cap ship ability does? As of now, the game is great but there's no way to figure out the details even with extensive experimentation. [/quote] You asking about vanilla sins or a SOA2 guide?
[quote who="psychoak" reply="1872" id="2819075"]It already is. Typical hull repair rates are 1/1000 of full points, so it's almost 15 minutes to repair that damage passively. Conversely it's a couple minutes to jump two wells back to get 1500 hull damage repaired in a minute.[/quote] Seems higher to me as it stands I hardly ever need any other facility to repair just jump system and then jump back and usually by then my ships are restored, besides as I said I just prefer t
OK One last request for now. Ha Ha. As you all know I am trying to make a personal Solo version of SOA2 that will allow me to play the game with the limited amount of time I do thus while impossible I am trying to make it more like a turn based game versus a real time game. One element I wanted to include was currently I find that the Ships Hulls repairing in the field as they do, to be to unrealistic, I can see repairing some damage but when a ship has 1200 hull points and losses 80% of them
[quote who="harpo99999" reply="4" id="2818701"]actually the same template format will work in a galaxy file, just remember that the galaxyforge3 has some bugs regarding the ownerisracequickstart & ownerisracenormalstart entries where galaxy forge claims it crashes, but if you click on the ignore button you can keep working, and you can also add the templates to the emd of the map and manually alter the templates # line. harpo [/quote] Rea
Thanks Harpo I pretty much given up trying to customize particular planets from the Galaxy Map File I can do it just fine making new templates in the GalaxyScenarioDef file so I'll just go with that and get on to map making.
OK I got no dump now but now items either had a s in fed as in feds. Is this just a version issue example a original sins versus entrenchment issue. I noticed in other maps i studied there versions were either 0 or 1.
Hey all I been working on a solo map for the SOA2 mod using sins entrenchment ver 1.051 but I have run into a little snag designing planet templates. I know I am using a mod and yes I have posted my question to that specific mod thread but since this really is just a mapping question in reality I figured I post out here to get a possible bigger response. Just so you know I read a lot that is out there regarding the subject like Galaxy Creation – Reference Guide <p
Yeah well I was trying to avoid editing the GalaxyScenarioDef file According to what I have read I ought to be able to make an individual template for worlds in the Galaxy Map file right at the very end after the players section Alright I pretty much given up on modding particular planets through the Galaxy Map File editing GalaxyScenarioDef's templates works just fine so Ill just do that
Thanks Again Psychoak that is good to know map size won't effect it that much you have been a big help. Curious does anyone know about templates I read all I could from that link I posted and tried many times to add a simple starting template to Terra (Fed Homeworld) but cannot seem to get it to function probably a simple caps error or tab error I sure I understand whats needed but the link couldn't show the proper formatting and all the links appear to be dead so I cannot download the files
OK So I have learned a lot the last few days and I feel pretty comfortable handling most edits of the files I need too so I can set up my version of SOA2 just the way I like but before I go spending countless hours setting it up I need to have a few questions answered. First I have noticed in my studying mention to a 2 gig limit on memory could someone give me a rough estimate on just how large things can get before hitting this limit. My creation will have a new map ba
[quote who="psychoak" reply="1831" id="2809620"]Nay, pirate raids are zero impedance. The pirate ships aren't rebalanced to go with the rest of the sides, on account of them supposedly getting replaced... You can blow away whole raids with single frigates. That said, same file, just further up. You're looking for the pirateRaidDef section. You've got first and normal warning time, that's how long it takes the bar to f
[quote who="psychoak" reply="1813" id="2806427"]For that you should just pop into the gameplay.constants file. Near the bottom of it, you have the modifiers for the in game speed settings. You can take the slow setting and make it really, really slow with just a few numbers changed. The values all have clear, common sense labeling, not much to figuring out which numbers do what. The files were left in text for the release,
First off I just want to say thanks to all that went through the trouble in making this mod for Sins. As a truck driver I don't get the time for gaming I would like and I had SOA for Homeworld but never fully got to get into it as I would have like to. I just got the release of Sins Trinity and download the entrenchment version but I got a few questions to customise my version the way I would like. As I said before I don't have much time to play it the way it currently is and what I w