SeconHanJay

SeconHanJay

Joined Member # 3689232
1 Posts 18 Replies 591 Reputation

Sure, there's a part in the entity files to change. WeaponType "Missile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "MISSILE" DamagePerBank:FRONT 684.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000<br

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Oh wow... That brings to light a whole new way to look at this... I really appreciate all your help, and beyond the extremely difficult, I think I'm finally out of questions.

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Ok, I opened up the HUDIcon-Ship.brushes file, and it shows stuff about pixel boxes, but I don't really know what I'm looking at. There seems to be five different states to each icon, but the pixel box has four numbers, and no reference to a texture file... What am I looking for?

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Yeah, I found that out... The dev.exe is really useful when making huge alterations. I made so many mistakes. However, I noticed that while playing using the debugger that the game popped up errors that weren't even related to the changes I made... Some kind of mesh problem with the Vasari starbase or something, but the game kept working. Will I have to worry about those?

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So it says HUDIcon-Ships.brushes. How do I convert those?

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So I have to go into the Window folder, find the correct file to figure out which image files HUDICONPLANET_PHASEORBITALMISSILEDEFENSE refers to?

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Alright, another modding question (this'll end up being a modding guide, if I slam enough in...). Where the HECK are the graphic files? I see references, HUDICONPLANETMODULE blah blah blah... But where are the icons? I should be super easy to make new icons, but I can find them anywhere.

26 Replies 11,435 Views

We're still not looking at what we CAN change to make it so... Things that will work: Open Maps... You say you can forge a map with multiple lanes into each planet, that's useful... If you have 1 large fleet defending 1 planet, and they have 2 small planet destroying fleets hitting two planets, you have to make a choice. Try to take out both in a limited time, or split up and take larger losses. To make it hit home, longer flight times means it'll be harder for them to react to multiple attac

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I noticed that the capital ships cannot support more than three weapons. Is there any way I can adjust that?

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Say I didn't want the Advent in my mod. What could I do to do that? Would I have to add playerpsi.entity to my mod, and make it non-selectable?

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So, if I add any ships, I have to add the entity to the entity.manifest? Where is the entity.manifest?

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No, I didn't rename any files... What's the entity.manifest?

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Ok, so working with this, if I take the Pirate.entity file, adjust the selectable Priority to 3, and change it to be playable, I should be able to select it in the new game window, right?

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I did. Working for the Kol Battleship, I wanted to add small point defense lasers, so I copied all of weapon-1 (10 weapon points) and added 10 the the NumPoints, (29-39), renaming my copied points weapon-3. After a little test, I found that they can't have four weapons, so I added weapon-2s to weapon-0, and renamed all weapon-3s to weapon-2s. Adjusted the .entity file so that weapon-0 was the lasertech weapon, weapon-1 was the autocannon, and now weapon-2 was the point de

26 Replies 11,435 Views

Man, you guys have been super helpful... But there's so much to modding! Ok, so I've been messing around with capital ships, a few things I've noticed is that the game only uses the latest .entity for the item. Considering the Diplomacy has only a few of the older entity files in it, most of the things I mod for Entrenchment would work for Diplomacy, right? So, if I download an Entrenchment mod, Diplomacy will read those files too? Another question is that I finished my alterations to a capit

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I have, I kept on getting the convertdata?originalsins0 not found error... However, I did figure out how to use cmd.exe with convertdata.exe, so I'm that much closer. Another question is that the 'Mods' folder that seem to be standard are in C:/Document and Settings/blah blah blah while the game itself is in my H: drive. Lets say I manage to weed through all the entity files, and make adjustments. How would I innact my mod? Do I just replace the entity files in my game's location? Or do

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I would very much like to start modding this game. Tho it's a great game, I feel there's more that can be done. Problem: I don't know how, and I can't figure it out. I've been through the forums, and nothing has helped me... So, I understand that I need to alter the .entity files to adjust everything, but nothing I have tried has worked... I do have the game loaded on to an external, which may be part of the problem. I can't figure out the cmd.exe way to run convertdata, and I downloaded a bi

26 Replies 11,435 Views

Ok, I must be a freakin' idiot... Does SoaSE have to be on C: drive to edit, because it's on an external, and I've tried everything... cmd.exe doesn't reach to 'H:' drive, so I can't use convertdata that way, and your program tells me that convertdata?originalsins0.exe isn't there, so it's not working either... What am I doing wrong?

238 Replies 585,027 Views