AEyikanRyer

AEyikanRyer

Joined Member # 3654593
6 Posts 12 Replies 112 Reputation

I'll have to look into that. I looked at the file, and I'm betting you're right that tiers can't be added. At least that gives me a little something I can play with if I wanted to. Thanks for the assistance guys!

7 Replies 4,500 Views

fredled is right; I'm wanting research to require more labs. We'd essentially create a new window after diplomacy specifically for this research. I'm not wanting to go further right on the screen, but instead require more labs than 8. I mean, after you conquer three to four planets, you have all your labs, and then just que up all your research and wait for it to finish, and then go kick everyone else off the block. We're aiming at making research late in the game viable by requiring numerous

7 Replies 4,500 Views

So a friend and I are working on a mod, and he came up with the crazy idea to create "late game research" that would require more than the standard 8 research centers. I told him it wouldn't work because I was betting the number of tiers and the research stations associated with those tiers was hard coded. I.E. if I entered a tier value of '8' in (level 8 research is tier 7 in the files) I expect that game to crash. So my question is, is this hard coded or not? If not, how many theoretical ti

7 Replies 4,500 Views

Ever since a friend of mine and I figured out how to mod, we've been tweaking Sins and other mods constantly. A while back we decided to roll some of our changes into our own new races that we would play in LAN games. Originally, I just took ships from other mods as this was a personal mod only. I'm now in the process of conducting a major revision of my mod and decided I'd take a swing at putting in my own ship and structure models. I'm a six year veteran of Blender, though the term veteran

0 Replies 1,478 Views

Today, during an epic 7 hour game with two friends and a bot, the one friend who was my ally and I got into an argument as to whether or not allies split xp when both have cap ships in a gravity well. We both had three capitals on a planet, mine all level 1 with no xp points yet. He had one with no xp as well. He claims that as allies we split all xp gained in combat evenly, i.e. only half what we'd get if it was just one of us. I think this is wrong. All my ships gained 709 xp, while his gai

2 Replies 7,466 Views

A friend of mine and I are in the process of creating two new races as a personal add-on to the Distant Stars mod. In the process of finishing his part he has run across a weird error message that lacks a specific file reference, yet does not seem to affect the game's functionality. The error message simply says "Failed to convert 'None' to an enum value." Like I said, it doesn't seem to affect the game at all, but it also doesn't tell us where to go to fix the problem. Can anyone help us out

0 Replies 1,584 Views

I just downloaded the SGgalaxy mod for Diplomacy, and there is no checksum for the mod. It's still the three original races and no SG races. Is there just an issue with the one, or what? I'd kind of like to know before I spend more time downloading another variant of it. *edit: I figured out what it was. I didn't check to see that it was a folder inside of another. I'm headed off to check it, but I'm willing to be it works. *edit 2: Well, the mod

1,775 Replies 3,752,929 Views

There are now two buttons in the menu for the other games: they added a button to play normal sins, as well as the button to play entrenchment. Entrenchment has a button for normal sins and Diplomacy, and you can see where it's going. I suppose the game may just ignore these things if you have show errors set to false, but I mod myself some so I keep it set to true. Like I said, the game seems willing to skip this, but I've been unable to find the missing brush anywhere, so the game's going t

8,423 Replies 15,670,352 Views

Hey guys, I hate to say it, but the mod doesn't work with the latest update. They've added a button in the main menu. I copied over the main menu window file, but now I've got to go add a string reference, and find a brush, assuming that's the only problem. It was able to skip these errors and still bring up the menu, but the outline, I guess is what I'd call it, around the buttons is now too small and doesn't look right. If I'm right, it's just a couple of minor file changes that need to be

8,423 Replies 15,670,352 Views

Being able to send a 1000 fleet supply fleet to attack someone and having most return and never be reused is my issue with Diplomacy and what I feel the devs should rectify. I don't have a problem with such fleets being sent as long as survivors are reused rather than pilling endlessly on the pirate base.

6 Replies 3,727 Views

No, I'm not saying that at all. I noticed the problem due to the fact that we always play Distant Stars because we love it. I have issues with pirates having starbases and capital ships, but that is AN ENTIRELY SEPARATE MATTER. My concern is with the fact that pirates return from raids and stay. To the best of my knowledge this has been the case since Sins began. Pirates pilling on top of each other like this is the issue. If we weren't playing the mod there would still have been HUND

6 Replies 3,727 Views

Okay, so I must admit, much of my current frustration over the pirates is due to the Distant Stars mod which added capital ships and the Vasari starbase to the Pirate's forces. However, this is not, by far, the main problem I currently see with the pirates. Diplomacy's "send pirates on mission" option is game breaking. If they succeed, their forces return to the pirate base and are not included in new raids, causing a build up of forces. Three and a half hours into a multi-player game with a

6 Replies 3,727 Views

Hey, I just downloaded the new utilities. I'm wanting to update the Distant Stars mod to Diplomacy 1.01 so I can convert the files over to text. I've gotten the BIN/TXT converter to work just fine, but I can't get the mod updater to work at all. I've got the mod in the 1.00 mod folder. I created a new folder in the 1.01 mod folder by the same name as the mod's folder in 1.00. I've single clicked the Distant Stars mod folder both for the reference folder in 1.00 and the destination in 1.01. I

370 Replies 935,710 Views

I think I know of at least one possible reason for the mini-dump, as I have had it as well. The Ancient Shield abilities on the Relic planets conflict with the Planet Upgrade and Logistic Structures buttons upon colonization of the planets. This happens whether a player or a bot colonizes it. As I have yet to find a workable binary converter for this mod, I haven't been able to fix the problem for myself, or do any further modding for personal use. Any possibility we could get non-binary vers

8,423 Replies 15,670,352 Views

I have been updating the string lines and entity files to look for. Maybe it will help to give a more specific example. I just tried to create an ability for the TEC missile frigate based off of the Missile Barrage ability for the Marza. I renamed it missile swarm and corrected the ability, buff, and string files to reflect the new ability. From something I saw earlier, all mod files should have their accompanying effects files. The muzzle effect and hit effect files for this ability

4 Replies 2,679 Views

I've been trying to alter the three races from Sins by giving them some of each others research and abilities, and by creating some new research and abilities. The only thing that I've gotten to work is swapping some abilities. I had taken some Advent and Vasari research and placed it in the TEC research tree. I created new files off of the Advent/Vasari files, noted the new names in the PlayerTech file, noted them in the string file, and in the entity.manifest file. It should be noted this i

4 Replies 2,679 Views