jozanman222

jozanman222

Joined Member # 3997778
8 Posts 34 Replies 154 Reputation

Sure, yeah, I read up on TSOP, and I think it's great for wide reaching mods, however:! I heard there was a few compatibility issues with adding TSOP to regular mods because of the reduce memory usage... More or less I want mine to be functional, and as I'm not making a huge mod, memory shouldn't be a problem... Really, I'd like to talk to the guys working on TSOP and really confirm the limitations before adapting it in. Don't get me wrong. It's the number one thing on my

12 Replies 8,504 Views

Hi. Been gone for over a year. Came back. So, a question first. Last time I was here, the best conversion tool for Sins was Harpo's, but I never really got that to work right... Is that still the only option for mass file conversion? The reason I'm asking is because I wanna do a fairly low reaching mod. All my previous attempts at modding was shot down due to limitations presented by Sins... As such, I couldn't fight in solar systems instead of Planet Wells, or have the map be

12 Replies 8,504 Views

It sure is... Continuing my example, say you've already set up the Hostile Takeover ability on your capital ship. In the ability's entity file, scroll down to fine these lines: researchPrerequisites NumResearchPrerequisites 0 All you need to do is alter this to make sure you need a tech to use that ability... For example: researchPrerequisites NumResearchPrerequisites 1 ResearchPr

19 Replies 11,872 Views

Ok, one, make sure you have the new ability in question. For instance, if you're making a new ability that works like Domination , but named Hostile Takeover , you'll have to copy Domination 's ability.entity, and rename that entity to HostileTakeover.entity . After that's done, you have to do a little cleanup... In the entity.manifest , you have to add your entity to the list, down at the bottom, and make

19 Replies 11,872 Views

But I can't say, make sure a starbase is in neutral territory on startup, fuctioning EXACTLY like neutral extractors?

9 Replies 6,876 Views

Well, if you could let me know how it's done, I'd be really appreciative... It's integral to our mod...

9 Replies 6,876 Views

Is there any way to make a starbase Neutral, so that it can be placed in neutral wells, and be capturable by the CaptureNeutralEntity ability?

9 Replies 6,876 Views

Ok, so I got a kick ass mesh shrinking utility, and did one thing. I shrunk all Terran planet meshes down to 25% of it's original size. That's it, however, when I load up Dev, I get an inexplicable mini-dump. No error, just the dump... Any ideas, mod gods?

3 Replies 3,362 Views

And if you do it enough, it'll become a smooth and well-known process, if slow.

19 Replies 11,872 Views

BEFORE YOU DO THAT! I made a (hopefully) understandable explanation of how to use convertdata.exe manually, in THIS: https://forums.sinsofasolarempire.com/376497 forum. Ask if you have any questions, I use it a lot, because I'm lame.

53 Replies 109,908 Views

The way I convert files is the hard way, but it always works... If you can find CMD.exe on your computer... If you have XP, you can click Run, and then just type in cmd.exe... Otherwise, you'll have to sift through your windows folder to find it... Once you have it open, you'll have a simple text line... Mine says C:\Documents and Settings\Five Floor Fixer\> _ From here you can type in certain DOS commands into the program, but you wont need to know any.. For

19 Replies 11,872 Views

So, Tkins and I have this mod idea, where instead of there being 10+ planets around a single star, each planet becomes a 'star'. Each 'star' would act just like a planet with a few minor differences. So, basically you go from star system to star system, instead of planet to planet. Our only problem: Neither of us have the knowledge nor ability to shrink the planet meshes down to the size necessary to make this idea feasible, and looking good. Does anyone know of an easy w

1 Replies 2,474 Views

I am trying to add an ability to the psi's extractors that lets them sacrifice hull points in return for increased output... Too easy, I thought, but I don't know what to put on the buff that lets it increase in extraction rate. I have tried the research's entity modifier, numEntityModifiers 1 entityModifier buffEntityModifierType "ExtractionRateMetalAdjustment" baseValue 0.000000 perLevelValue 0.300000 But it gives me the "C

3 Replies 3,530 Views