swordsbane

swordsbane

Joined Member # 3734873
3 Posts 7 Replies 156 Reputation

I have a basic web site done for the mod. Big A** mod homepage The "playtest" map is there. It's the text file so do a "save target" to get the file unless you're just looking. It has wormhole tech on most race homeworlds and although there are a lot of stars, the players are bunched together to make it easier to experiment. This is the basic l

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Reply to Wormholes in Sins Modding

Neither seems to work. I piled the only pirate bases in one system connected by wormholes to the rest of the galaxy Each pirate base had a wormhole tech artifact on it. That works for the players, but there were no pirate raids until I actually entered the system.

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Reply to Wormholes in Sins Modding

Probably more trouble than it's worth. I think I'll wait for Diplomacy. I'm probably going to upgrade my mod to Diplomacy anyway. I was already having problems with the current Entrenchment diplomatic features. Upgrading my mod seems less of a bother than trying to make the current system work.

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Does anyone know if there's a way to give pirates the ability to use wormholes?

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Yeah.. it's all good now. I puttered around and ironed out the minor details. Now I got a dup of the tech race and can start thinking up new ships. Thanks guys. I like the indea of the english.str file (and the entity.manifest file) but it sure is easy to miss stuff.

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We... haha.. I mean "I" (I am my staff) am currently working on a module designed for people who like to take things slow. It uses the Distant Stars mod as a base and is designed to use wormholes as the primary method for getting around the galaxy. Anyone who has played Starfire (the game, not the mod) knows what I'm talking about. It will be designed to be played on a map where every star has at least one wormhole and all players either start with wormhole technology or it

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I don't know about the rest of you, but impulse.net doesn't seem very intuitive and there's no search feature, Even the Sins channel is too general. No Sin's Mods channel? What we need is a master list of mods by type and name where people can start from whenever they're looking for info on what mods are out there. Looking up a specific blog over on impulse.net when I'm just browsing for mods isn't going to work. This is where people are coming to for information on

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[quote who="Major Stress" reply="3" id="2463763"]Adding a new faction is a pain if you dont know what you are doing, but it looks like you got the general idea. For adding a copy of a tech faction you just need the playertech.entity renamed to your new faction. The english.string edited with your new factions name added, and your new factions player.entity added to the entity.manifest. That "should" be it. If you added on to your new faction (new ships, research, or ability's) you

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Well I thought I had, but I guess not. I had gone back to the vanilla game to start over in case I had done something unrecoverable, so I can't be sure. Since it's working now, that was probably what I missed. Well, back to creation. Thanks again.

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Alright.. my eyes are tired from scouring the forum for answers to a basic "How to" for adding races to the game, I thought I'd throw this out there. The best I could come up with on a search is a short tutorial for 1.03 which didn't work when I tried it. I have Entrenchment 1.041 Does anyone have a breakdown of the files that are needed? I haven't even got as far as seeing the new race show up so I can choose it in the Game setup. My goal was to duplicate the

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