neterw

neterw

Joined Member # 3530687
8 Posts 85 Replies 343 Reputation

hi guys is there a working ship resizer for win10 64bit?

0 Replies 12,397 Views

hi you can easily do it for yourself. make your own little mod [e digicons]B)[/e] just change the "baseValue" in the RESEARCHSUBJECT_MAXSHIPSLOTSTECH0 (for advent: RESEARCHSUBJECT_MAXSHIPSLOTSPSI0 and for vasari: RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0) or the "perLevelValue" in RESEARCHSUBJECT_MAXSHIPSLOTSTECH0 -> RESEARCHSUBJECT_MAXSHIPSLOTSTECH7 (for psi and phase too). these files are representing the ship slot upgrades. you can download these fi

2 Replies 3,437 Views

thanks for the reply/advice on the infocard there is the frigate improved section, and the engine automatically put the corresponding ships's names there. that was too long. as i changed the names, it got shorter and i had no problem with it since.

2 Replies 4,025 Views

you have to mod the game. through altering the planet entity files. (if you don't know how to mod, there are other posts that help you with it) :) for example in the PlanetTerran.entity (from line 78) planetResourceSetupInfo asteroidSpawnAngleVariance 0.500000 totalMaxResourceAsteroids 4 metalResourceAsteroidSetup minCount 2 maxCount 2 extractionRate 0.400000 refineryRate 0.060000 maxRefineryCount 4 crystalR

1,189 Replies 3,577,152 Views

hi everyone how does the game work? if there are unused entities (that are in the entity.manifest, but nobody builds them) do they use some memory? i asked because i made new ships and there are a few old ships, that nobody can build. should I remove them, is it going to free up some memory or something? or the game once checked the entity if it exists and is it correct, just leave it alone or place it in the memory for quick access? in that case, how mu

2 Replies 4,946 Views

Hi guys I just ran into a really weird thing. If I give the AbilityRepairDroids or the AbilityRepairPlatformPsi to an Advent ship, and when the autocast is activating the ability, then the developer is keep showing this message: "Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(1663) false" But after this the game is still running. If I set the autocast inactive and I manually activate it

0 Replies 2,926 Views

hy harpo I downloaded your stuff and when I place the unchanged "BuffHyperspaceDisruptionSpawner" or the "Target" (from sins gameinfo, since there aren't in the entr. or diplo. gameinfo), my developer shows me a few errors: Failed to convert 'KeepOldBuff' to an enum value. Text FileArchive missing Label. File: C:\Users\......\GameInfo\BuffHyperspaceDisruptionSpawner.entity Label: buffStackingLimitType Line Number:3 Line Contents:buffExclusivityForAIType "Excl

370 Replies 934,992 Views
Reply to Mini Dump in Sins Modding

thanks again for your help I think here is the time to leave the modding of entrenchment 1.01 :) I installed the diplomacy, and I'm starting it over. diplomacy 1.011 is probably much more stable than the old-old-old version of entrenchment. Since I did the same changes in the 4th race as in the other 3 races ( at least 100 gameplay with that 3 races without minidump). I can't imagine what the problem is. I'm remaking it from scratch in a more stable game. Maybe I will

5 Replies 11,311 Views
Reply to Mini Dump in Sins Modding

thanks for replying I was in battle with the AI and I scrolled into the view of the planet from the view of the galaxy. The AI shouldn't be the problem, because I modded a new race for it, and it never crashed before. If I'm adding the 4th modded race and I trying to play with it, only then crashing the game. I made all the researches, and builded all the ships/modules/starbases (also used all of them once at least), and there was no error. And at one point it g

5 Replies 11,311 Views

Hi everyone! I've got the following popup under deveoper exe: Assert @ c:\gs\entrechment\CodeSource\Enginte/DataStructures/FixedVector .h(155) m_CurrentSize It happend after almost 2 hours of gaming. When I skiped this popup, the game crashed! Beside the previous error I've got this kind of messages: Invalid Mesh Point Data String Foind byIWeapon (Weapon Index Out of Bound

5 Replies 11,311 Views

hi guys i have my own mod ( right now i've changed the tech only) and when i set the ai to tech after ap. 30-35mins i get a minidump. when i play the tech and build all the modules, starbase and ships, and i have all the researches i don't have any problem. so i think the ai wants to do something what i've moded somehow wrong... but i don't know what's the problem. i can't open mindump files... and the dev log doesn't help me, it craches because

2 Replies 5,824 Views

Download the following posts, there are new ships in these mods (as far as I know): "7 Deadly Sins", "Battlestar Galactica: Sins of the 13th Tribe", "Stargate Races", "Star Trek: Sacrifice of Angels 2", "Star Wars: Requiem v2" and "Star Wars: Sins of a Galactic Empire" Don't forget to check the readme/info files, the mods are for different version of the game!

1 Replies 3,920 Views

So, there is two different starts to make a new ability: 1. You know that there is a very similar existing ability (Scramble Bombers) to what you want, so you check it out, on which ship is it in the game, after that you open that ship's or module's entity file and find that ability. Now you know the code name of it (AbilitySpawnSquad). 2. You don't know a similar ability so you go to the Bailknight's post ( https://forums.sinsofasolarempire.com/306405</a

5 Replies 5,102 Views
Reply to How do I in Sins Modding

run your game in developer mode (you can find the developer.exes in the forgetools/developer exe, copy that exe into your game's directory, next to the ordinary exe), and there will be a pop-up window when you press the apply changes button, it will tell you what's the problem

9 Replies 7,092 Views

the starbases can't execute hyperjump in the game... but in SGA the Atlantian City can hyperjump, and they used once the experimental hypyerjump but if you make the model, it will have place in stargate mods (since the city is the greatest/coolest thing is sga) [e digicons]:grin:[/e]

2 Replies 3,440 Views

did you raise the entityNameCount by one? did you update the PlayerTech? raise the count by one at the researchInfo, and add your research there! pos [ x , y ] -> the Tier x... your pos x is 3, the Tier is 4... make them equal!

3 Replies 1,412 Views
Reply to How do I in Sins Modding

ohh... you were faster [e digicons]:grin:[/e]

9 Replies 7,092 Views
Reply to How do I in Sins Modding

capital ship limit: RESEARCHSUBJECT_MAXCAPITALSHIPS[race][stage].entity -> perLevelValue (you can set the capitalships' slots per researches) build speed global: Gameplay.constants -> buildSpeedData (you can modify the multipliers, the 0 is for no change, the negative for slower, the positive is for faster) build speed per entities: CAPITALSHIP_[..], Frigate[...] & PLANETMODULE_[...] -> BuildTime & baseBuildTime (when the buildSpeedData's multiplier is 0.

9 Replies 7,092 Views

you did it corretly... and I tried it too... but it didn't work for me either i have two ideas... 1: there is a hardcode limit, that you can change (10 blocks limit in researchScreen) or 2: there is a code that prevent the second block's loading in the Defense... maybe if you convert the ResearchScreen.window into txt, you can check that (I can't convert files from binary)

5 Replies 3,193 Views