BadTune

BadTune

Joined Member # 4027928
6 Posts 420 Replies 680 Reputation

hey harpo, you know what file deals with the frequency of planetary rings appearing on planets? I'm working on an "Embellishments" mod, makes a few things more realistic looking/have some fun with things you want to see more of. Trying to reel in the dust clouds around planets and stuff from being practically half way to the next planet over. But the main thing I want control over rings, maybe make their spawn frequency double and their axis tilt differently/randomly from

204 Replies 843,265 Views

I haven't come across any other crashes, though there is some strange glitch, my home planet and sun seem to be...how do I put this..unclick-able while moving in the gravity well makes any unit go to the max vertical position on a random direction....you can move to other things and attack move on enemies there...but no normal "go over here" click I'll try a different map and see if it's not just Systems of War Added: lol...just found an urban moon...full populatio

8,423 Replies 15,672,167 Views

it should, I didn't see anything in the change-log that would affect anything the mod changes. also, I think I found the culprit for the minidumps on tec/vasari alliances, I'll get back to you once I test it out but there was a missing entity string in the manifest that i copied over from the original manifest to see if it helps. side note: I despise using the dev.exe...it resets my diligently worked on .user file........rawr... Tests condu

8,423 Replies 15,672,167 Views

I was so excited that you included the mini mods and almost ALMOST loaded up a game with dynamic movement, but then i remembered I must kill all scout and turret files inside the mod =O Reasons for those unfamiliar with my rantings: Turrets; far too slow, why touch them if all they did was advance engine technology? it makes no sense unless they used parts from the turrets!! Scouts: ....seriously they fly into mines when they clear fields...he's no good to me dead Jim ;o</

8,423 Replies 15,672,167 Views

Here's the question manshooter, with the Xin, do you start out on a planet, or as one large craft with a planet recently invaded? ;p I'd like the vast slow moving ship idea that moves around colonizing each planet and sending out it's little underlings to build up an occupation force and "structures" rather than building from scratch ;p I'm all for either one, so long as my video card can keep up with it ;p

1,794 Replies 4,171,411 Views

[quote who="Ryat" reply="5541" id="2969421"]Its a regular. Just not always guaranteed to be researched.[/quote] is there a way to make it the first one researched? lol Added: also, my idea on removing the ladder capital ship crew point research and replace them with "empowerment and upgrade" researches on page 220. Anyone wanna do that with DS 'cause I have no idea how to do it besides knowing that there are at least 6 files that would need to be severely al

8,423 Replies 15,672,167 Views

I request only something simple..more game settings X.X settings addition requests: 1:an option to hide all mines off the empire tree at will(I kinda helped a little with making the stack quality to 50, but that large bar of dots will still stretch half way across the play screen x.x) 2: Capital ships, planets, fleets, etc. ALL have the options for a "pin or unpin" give one to starbases too(this one I'm kind of OK with it not being implemented, but it would b

85 Replies 189,284 Views

TBH I pirated sins about 5 months before entrenchment's release. Yeah, I did it. BUT!!! I was so impressed with the game and excited I went and bought it as soon as i could save up the money, scrapped my old files, and I've actually tried contributing to the modding community as of late, I already have about $45 stashed away for Rebellion ;p. I admitted my wrong doings and today I own a hard copy of Sins OG(original game) and a copy of trinity :D I guarantee I'll never be ki

41 Replies 38,907 Views

[e digicons]:waaaa:[/e] [e digicons]:waaaa:[/e] *ships over some 5-hour energy drinks for Nacey and three boxes of instant coffee* Good luck, do your best >=D we're all rootin' for your progress! *hands Ryat 'mystery chug* [e digicons]:beer:[/e] drink it, it'll help you...probably Added: Oh, Boshimi, does your mod need updating or is it fine as is? j/w Also added: wee my mini mod works with the update(not that i

8,423 Replies 15,672,167 Views

hmm, maybe hunt down Fist0, boshimi, sinperium, and stant. That lot lurks in the forums a bit, but Hapro might be your best bet, him and a couple others made all the tutorials for modding in this game anyway lol

1,334 Replies 3,502,135 Views

ohh, and also, an activation threshold like "ability use when ____ number of ships in range" this would make them even more deadly, ignore one passing ship say a scout or so, but the fleet jumps in unknowingly and WHAM! lots of pretty es-plodings ;p

60 Replies 184,027 Views

you set the MSGM mod in the mods folder along side DS and in the mod enabling list you stick MSGM on top so it overwrites the files with the same names in the DS mod. Basically, what's on top takes highest priority over any files with the same names in the lower folders. Notes on new update: AAAHHHHHHHHHHHHHH!!!!!! *sob* I have to wait for my dynamic movement and murderous horde of pirates again.....*sniffle*

8,423 Replies 15,672,167 Views

Ah, yeah that's right. The one I said deals with the game's mechanics =X weapon type vs armor type dmg, planet slots for structures, capital ship level experience(from killing one), and other such number oriented headache things =X

1,334 Replies 3,502,135 Views

break into the mod and find the Mesh and Entity files for each of the planets, and...ahh what was it again >.o crap I forgot the name of the file, think it's game constants data or something like that, I thought I saw it in the GameInfo folder easier to edit it with Notepad++ than regular notepad, it organizes everything far better than note pad ^^

1,334 Replies 3,502,135 Views