Open up playerTech.entity Under entities->planetModuleInfo->Page:1 add your Phase Gate entity (original is PLANETMODULE_ORBITALPHASEGATE or so) Under entities->researchInfo add your Phase Stabiliser research subject (original is RESEARCHSUBJECT_PLANETMODULEACCESS_PHASEGATE I think) Increase item counts as always. If you are using the original module and research you might have to move a TEC research for the button to show up. If you are using a custom
Photoloss
Make your ship .entity, .mesh, sound files, strings etc Add your ship to playerPirate.entity as stated above Open up GalaxyScenarioDef Add a "planetItemType": designName "AnyItemNameYouWant" (doesn't show up ingame) entityDefName "name of Capship .entity file" "Template:PirateBase" add 1 "YourCapshipItemName" planetItem to the list Increase item counts as always All Pirate Bases now spawn with 1 level 1 capship. (for more
Not directly. The only thing you can do is find a workaround for each individual effect you want. (Would be weird if you could make an ability increase pop cap, wouldn't it?) Post your individual ideas if you're stuck, and see if someone can come up with a solution. There are a few overlapping effects, though I don't know whether damage buffs etc are added up or multiplied (like if you have 50% Phase Missile shield bypass research, and make the Subverter skill reduce Phase Mis
Can you post the Dev.exe error here please? (If you get one before the crash occurs) I have rarely seen the game crash after startup, the only time I can remember atm was when I gave SC shields. Make sure the Dev.exe error is related to your research files (maybe only mod them for 1 race, play as that one and make all opponents a different species so they don't interfere) If you can confirm the error to be related to your files, delete them, copy from the reference files (ma
First of all, are you using regular sins, Entrenchment or Diplomacy? Modding got a lot easier (albeit more tedious) with the addition of manifest files in Entrenchment. Second, start the game with the Dev.exe, found in your sins installation folder. Use the one of the latest expansion you have. Read the error messages, and if you can't decipher their meaning post them here. Double-check your modded files with the originals. Maybe you accidently deleted a quote or missed a capi
Download harpo's reference files if you don't have them already. Search this forum for the links. If you only have regular sins, copy the entire "sins" folder from the reference files, and rename it to your mod name (at least I hope that works, I have Diplomacy myself) If you have Diplomacy/Entrenchment create an empty mod folder, then copy the following files from the vanilla sins reference files GameInfo folder, place the files in the GameInfo folder of your mod: RES
A 100% mass reduction causes ships to move VERY SLOWLY for some reason. Divide by 0 much? Interestingly enough, a 90% mass reduction has the same effect, so maybe the game reduces ship speed to a minimum value when it gets too high. A -90% reduction causes the ships to move at a slower rate, but still fairly quickly when you zoom in. A -900% reduction slows them to a crawl when zoomed in, but they still looked faster than with a 90% reduction. Tested with a custom research an
Actually, what happens if you put an ability on every planet, which then accumulates buff stacks on the planet, then applies an equal number of stacks to the shipyard? You still have to give it a passive ability to use LastSpawnerNoLongerHasBuff, which you use to only target the shipyard and not other structures. The main weakpoint I see with this is that you somehow have to periodically apply the exact number of stacks from the planet to all shipyards, even those constructed
The only levelSourceTypes in use in sins (and probably the only ones that exist at all) are FixedLevel0, ResearchWith(out)Base, Intrinsic and StarBaseUpgradeLevel. Researches can't be put on autocast, only the AI can research things "automatically". There is no way of directly checking passed gametime, only the indirect way of applying a buff at the start of the game and then have it do the counting. Your plan with the artifact has the problem of being tied to the home planet's t
Angle variance is hard coded I think. Like I said, try making a custom effect, or use Drain Planet. There is no effect that flings rocks into space.
I doubt it'll work. Try it and see. If you know some basics of 3D modeling you should be able to understand fairly easily: Planet meshes only have vertices on the surface anyway. RandomMesh selects an attachment point from the Vertices the mesh is made of, so RandomMesh would only ever target the surface of a planet. On the other hand, your suggestion of "surface" still includes the opposite side of the planet (which RandomMesh should do too, but honestly I've never seen my anti-plane
The BuffBeamBlastActivated (I assume you copied the beam effect from this, which is the Cleansing Brilliance beam) has the following line in its beam effect: weaponEffectImpactOffsetType "RandomMesh" Change RandomMesh to something else (try Center, planet meshes should have that attach point) If you set it to Center the beam will go to the center of the planet, so there will be no visible impact effect. This point, however, is the only one that will guarantee
I suggest you remove the target filter and stick with ApplyBuffToSelf, then place an action in your BuffPlanetHarvest (which I suggest you rename to BuffPlanetHarvestSelf): ApplyBuffToLocalOrbitBody. I suggest you copy the setup of AbilityPhaseGate for this (either one will do) If you're unable to create a beam effect with that setup, use the ApplyTargettedBuffToSelf action (target filter: planets only), applying a BuffPlanetHarvestSelf buff to the Refinery with an ApplyBuffToTarget a
To elaborate a bit: Mass Recall: Teleport ships from any location to the caster. For now, it'll be enough if you come up with a way of teleporting 1 ship. Best would be if it worked over multiple gravwells, but if you can't change gravwell allocation without phase jumping, tough. My problem here is that the only teleport buff actions I know are TowardsTarget (Distortion Field) and TowardsMoveTarget (Microphasing Aura), neither of which will point towards the ability caster. There also
You forgot RESEARCHSUBJECT_SPEEDBOOSTARMOR (last Vasari armor tech) and RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE0 RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE1 RESEARCHSUBJECT_WEAPONIGNORESHIELDS_PHASEMISSILE2 Phase Missile shield piercing upgrades
Thanks for the reply, but I specifically wanted to make a race where researching some of these "gravy" techs is mandatory. Not in that you are forced to get that specific tech asap every game, but that you have to get something via research or you die. You should want to have more labs than your highest prototype, with costs and enemy attacks forcing you to not just get all tech at once. The race should start out with weaker/more expensive ships and structures, and s
PhaseScout is the Antorak Marauder entity/mesh/texture name.
Not sure this is the right board, I'm posting here because this is where most of the balance discussions are. My question is: Which of these methods would you prefer for balancing out resource management in a race that's supposed to be focused around research? Note that the researches should be much more powerful than current incarnations. 1. Income increases: Like extraction techs, valuable goods and cargo hold researches: Things that directly increase your resource income. I
You have a set list of modifiers for planetary bonuses, all of which are listed in every bonus. You can mix and match (including negative values!) as you please though. More than ~5 modifiers on 1 bonus will clog up the screen though, especially if there are more bonuses/an artifact on the planet. You can also give planets abilities, which allow you to use all buff modifiers, but these aren't tied to the exploration level. (You can tie them to researches though, as in the Mad Scientis
I have Softimage Mod Tool 7.5. It doesn't have a default option for exporting .dds files as far as I can see. (I guess with "SoftImage" you mean a different program?) Can I export as jpg/bmp/tga and then use Gimp to convert the individual texture layers into sins-conform .dds files?
Was the unwrapping done via a built-in tool or manually?
[quote who="myfist0" reply="3" id="2694898"] Quoting Photoloss, reply 2However, each of my model parts now has its own Texture Projection and UV map, and I don't know how to combine the individual Projections/UV maps into one large projection full of subprojections (which was my approach prior to realising the weight maps don't support that many polys) First off, I suck at texturing but I a pretty sure you need to merge your model into 1 object and UV that. All
Gimp can open .dds files, and at the moment that's the only program I have for 2D stuff. [quote who="SuperZERO0" reply="1" id="2694881"] I'm not exactly sure what you mean by how I'm supposed to combine the individual mesh pieces into one UV map/texture sheet.. You can join Islands or polygon mesh's together using the "heal" tools in the "texture/UV editor"(Alt+7) in SoftImage. [/quote] To elaborate on this, I was referring to the video tutorials (link in OP), where
I've read the tutorials, which explain how sins interprets the different channels and how to attach the textures etc. However, all of these skip the step of actually creating the textures. From the UV mapping tutorial I gather it's possible to draw them by hand in Photoshop/Gimp, but that sounds very tedious. And then there's this texturing tutorial , but the Ultimapper tool doesn't s
This is the first model I made in blender (after losing 2 previous tries by shutting down the program at the wrong moment...) It's an LRM frigate of my own creation, called "Nova Disintegrator", which fires large blobs of antimatter from the central muzzle. The 3 knobs on the back are the engines Front view: Back view: <img