That right conversion executable being: Oggenc using aoTuV from Rarewares.org Mmmm, high-quality Ogg Vorbis goodness. :)
Moguta
[quote who="Major Stress" reply="36" id="2448643"]Any entity page should be displayed in the exact format you would see the entity in wordpad. Not in a bunch of boxes spreading the page out larger than it has to be. Comments of what each line entry does can be next to the appropriete entrys. The way it looks right now may cause some confusion, and look daunting to newcomers. That is just my opinion. Old saying.. keep it simple.[/quote] After editing the Frigate page a bit, I rea
I'm interested in playing online. The weekend is usually the best time.
Carbon: Apologies. I had not realized that .manifest files were Entrenchment-specific. Also, can you integrate a WYSIWYG wiki editor like what Terraziel linked above? That would probably be extremely helpful for those who are unfamiliar with wiki formatting code. I have to admit, even I am only familiar with the rudimentary basics.
Please don't quote the entire first post just to say "omg this will be awesum guyz". This mod is pretty awesome, but it's also awesome not to have to scroll so much. Also, while I'm here... Stress: Do you know [i]which[/i] statCountType values are essential? You say that a faction needs at least one of each, but even the vanilla Sins races don't have one of every possible statCountType. Or did you mean to say that a faction needs all statCountType val
Thanks, dragonfir! That "All Pages" link is buried pretty far in; I wouldn't have known about it unless you pointed it out. Progress. Woo. Nice job on the Abilities page! :D Also, Carbon: I noticed your pages about additive and non-additive folders. Correct me if I'm wrong, but I think those concepts became outdated once Ironclad introduced .manifest files. I know I only include the files I've changed in my mods, regardless of folder.<
jtillung, I completely understand where you're coming from. I used to think much the same thing. But it's a difficult balance to get just right. Make the hit effects too much smaller, and they look puny on capital ships & starbases. While where they are right now, many weapon hits look like they're momentarily engulfing the smaller frigates, it's actually not that bad. Also, the Distant Stars folks are correct that it would take changing hundreds of particl
[quote who="GoaFan77" reply="547" id="2446930"]Edit: Well, we don't have one of every Capital ship type. Dreossk, did you happen to have destroyed a lot of your opponents Capital ships?[/quote] I'm not sure it matters if he destroyed any or not. I have a feeling the AI tries to build one of every capship roletype before making multiple of the same type, and it grinds to a halt when it tries to build a roletype that does not exist.
Indeed, as Mazuo said, to make the mod not affect multiplayer compatibility, you need to delete the Mesh and GameInfo folders. NOTE TO SELF: Above statement is totally something I should include in the next ReadMe. However, this does affect not only the custom meshes, but the pattern of fire & travel rate of ship weapons (all of which are determined in ships' GameInfo files). Compare the Akkan Battleship's autocannons with & without the GameInfo files, and you'll
GoaFan, I think Dreossk means that the AI attacks once then never again, not that they struck the AI. This warrants further looking into, as I know Major Stress (of the Star Trek mod) found out that the AI needs at least one of every constructable roletype to work correctly. [quote who="Major Stress" reply="1719" id="2419818"]Yup, that is the classic error of modders in Sins. Not realizing that you MUST have all roletypes in your faction in order for the AI to function... And th
Thoumsin, thanks for your pledge to help out. I had no idea that a Sins modding wiki was already in existance, and I'm glad that you don't seem put off by this new attempt. As you say that wiki was mainly for the 7DS mod, hopefully one with a more general focus will draw broader contribution. Carbon016, sweet! I hadn't even tried to upload pictures yet, but glad you got that working, as it was certainly something I -- and evidently quite a few others -- was thinking
Wow, I come back a day later, and there's already a Wiki up and running. Awesome, Carbon016! [e digicons]:grin:[/e] I'm currently working on documenting Particle Forge and, by consequence, particle files.
[quote who="Urud7" reply="4" id="2441082"]this mod is compatible whit Sin of a solar empire(without expansion?) and 1.05 of standard game is compatible? thanks[/quote] I think you can get it working with Sins 1.05 by deleting the GameInfo folder. Note, though, that without the GameInfo folder you'll lose many changes such as the speed, frequency, and order in which with the ships' guns fire (which make a noticeable difference, especially on the TEC battleship). <
Question: Your mod says it adds explosion sounds. Yet, when I look at your mod, it seems to me that it replaces the existing sounds. Which is the correct interpretation? I ask because I'd like to incorporate your new Volumetric Explosions in my upkeep of Bailknight's Graphic Mod, but I'm hesitant to *replace* the original sounds in a mod that's supposed to be purely graphical. Adding additional sounds while keeping the originals, to me, would be less of a sin.
The Sins modding scene is a dedicated one. There are several total conversions that have made significant progress, a couple great graphic enhancers, and a few virtually-complete game overhauls. However, one thing that struck me upon venturing into Sins modding is the seeming lack of a good information resource. Obviously, there are a number of people out their with extensive knowledge on the subject. But information seems spread out in a scattershot fashion among va
It is neat for Very Cool Screenshots, but unfortunately, Enable Camera Twist is not very useful for video capture because there is no way to control the newly unlocked axis apart from swinging the camera back and forth. :-(
[quote who="FaultyLogic" reply="11" id="2441677"]what do i do if the checksums don't match?[/quote] This means something went wrong in the installation, or you have multiple mods activated (Bailknight's Mod should be used alone). What folder structure do you see after you unzipped the mod? Taking only the last few folders, it should be: ...\Sins of a Solar Empire\Mods-Entrenchment v1.041\Bailknight's Graphic Mod\ In here, you should see 6 folders from "GameInfo"
[quote who="kyogre12" reply="139" id="2241274"]The 'shields have failed' messages get annoying quickly. I think it would be good if you replaced the sound file with one that says something along the lines of 'capital ship has engaged the enemy' or 'capital under attack. Yeah, it really does. I wish that there were a way to get rid of it entirely, but it is hardcoded. Your idea works, too. I will look into doing that.[/quote] Not sure if this is still something that needs to be de
As promised, updated version released: New thread for the mod started, please make all new posts there: https://forums.sinsofasolarempire.com/368651
Bailknight's Graphic Mod is undoubtedly the highest quality graphical makeover for Sins of a Solar Empire. The following screenshot will testify to that. Unfortunately, Bailknight has been gone from the forums for some time now. In his absence, I've updated this impressive mod to include the gameplay changes introduced since Entrenchment 1.02. And so I shall attempt to maintain Bailknight's work until the man himself returns. [img]http://i24.photobucket.com/alb
Ogg Vorbis was specifically created to be a free audio format, so I should hope you find a free converter! [e digicons]:D[/e] If you're looking for customizability, go with Foobar2000. (For a guide to set it up with the highest-quality Ogg Vorbis encoder, scroll down to "Encoding from Files" in this post .) If you're just lookin
In my particle modifications, I notice that Requiem does not include any of Bailknight's GameInfo or Mesh files, therefore excluding his changes to beam weapons, abilities, and hardpoints. Is this intended (so that Reqiuem doesn't have to deal with updating non-Star Wars GameInfo files for patch changes) or an oversight? As a seperate project, I've updated BKGMod to incorporate the latest patch's gameplay changes. So, if you wanted to incorporate the effects previously lef
Go Stress, go!
Articuno12: Be patient. As they're testing the build, it may change anyway. You'll find out when it's released. [e digicons]:grin:[/e]
I'm working on getting the latest gameplay changes into the mod's GameInfo files.