jkmaster9918

jkmaster9918

Joined Member # 4209109
13 Posts 64 Replies 293 Reputation

I felt it was difficult to create mods with the current tools, so I created my own editor, built to work for SoaSE Mods. The project is hosted on BitBucket, here: https://bitbucket.org/jkoritzinsky/soase-mod-editor-core/overview I will add extensions in the future, and post the links here. To download, just click download and choose which download you want. This application require

2 Replies 4,615 Views

Windows 8 in the new UI can run two programs at the same time with Windows 8 snap, and desktop mode still supports multiple windows, but I do agree, they are pushing the simplicity limit (but that's what happens when your OS is for both tablet and desktop).

11 Replies 8,907 Views

Well the main thing is that it is standalone (i.e. doesn't require Eclipse). Also, it can build right to the mod folder. Its extensible so multiple people can work on addons. Once I get the first few addons done after the first release, it can manage the folder structure of the mod itself. In addition, it will do validation of files. That's the current plan for version 1.0. I'm already a good ways through these goals, and have plans for the rest

11 Replies 8,907 Views

Hey guys. I'm working on my mod editor, and I was wondering what OS you guys use mostly for modding nowadays (for any Sins version, not just Rebellion). I'm wondering because it makes a difference on whether I use .Net 4.0 (which supports XP) or .Net 4.5 (which doesn't support XP).

11 Replies 8,907 Views

@KhanAndSteak Thanks. The line numbers aren't going to be much help considering I'm using IKVM to convert it to .NET code and then using JustDecompile to decompile it, but the path of execution you posted is very useful. I wouldn't have been able to figure that out very easily. I'll make sure to credit you for your work if I ever get around to finishing my application. School is taking up all my time...

18 Replies 96,611 Views

There's something none of you are taking into account about the development of SoaSE is in Visual Studio 2005 . (Evident by the distributed C++ runtime library version.) Standardized C++ threads (C++11 std::thread class) just came out in Visual Studio 2012. Boost::thread is too big to bundle into a game engine, and requires more testing to make sure it works in all used edge cases, time Ironclad and Stardock didn't have back in the development of the

63 Replies 139,757 Views

Hey Khan, a few questions for you. Right now I'm working on a complete editor for mods. First question, would you be fine with me using some of your code in my project, as long as I attribute it to you? Second question, which class/method it the top-level method to call to do the conversion from Map Developer to Galaxy Forge maps, and what does each parameter represent?

18 Replies 96,611 Views

Hey guys. Random question for you: If there were an AI implemented via machine learning, would you use it? To be more specific: It would start off really easy and stupid, but throughout games it would develop its own strategy by trial and error. It would slowly increase in difficulty. If it were implemented to be local only, meaning only on your computer, the AI would learn not only how to play better overall, but how to play

14 Replies 15,781 Views

I just realized what the Corsev's boarding parties hear when they board a Vasari Loyalist ship: "Strip! Strip! Strip! Strip! Strip!"

3 Replies 7,680 Views

Also you don't want to use the Galaxy Forge program from the website, you want to use the one that Rebellion installs in the GalaxyForge folder when you update it.

7 Replies 8,370 Views

Just thought of this, but it is obviously wrong. Has a slight problem with Nintendo owning the intellectual property... End of Legend of Zelda: Skyward Sword Demise, "My reincarnation will haunt the blood of the goddess and the spirit of the hero forever." Fi's description of Demise (paraphrased), "Reappears every generation, appearing different to everyone who sees him." Demise/Vaati/Ganondorf/Ganon is chasing the Vasa

307 Replies 1,173,387 Views

[quote who="Sinperium" reply="12" id="3197149"]Man, if they could keep that titan instant planet capture and have Wail of the Sacrificed...[/quote] That would be so over powered... I actually almost want someone to combine the most powerful of each faction of a race into 3 new combo races and see which is the most powerful.

12 Replies 20,652 Views

One thing I just thought of: If you want to keep the amounts of resources the same in the exterior game as well as in Sins, the following might work, but it would also be extremely (maybe even prohibitively) repetitive: As long as factions are not facing off against themselves, you could use the galaxyScenarioDef file to start with the resources for each battle (or have some people help you with this), and have people report their ending resources (or send in a recording) and jus

20 Replies 15,113 Views

Hey Devs. I'm making an editor (in C#/WPF) for Sins of a Solar Empire and my plan was to integrate Galaxy Forge and Particle Forge into it using the WindowsFormsHost class. I've integrated GalaxyForge easily, but Particle Forge seems to be a bigger problem. Mainly, in the Main method, there is more than just form creation. It seems like the simulation timing logic is all in the Main method, making integration with my editor nearly impossible without copyin

3 Replies 31,569 Views

[quote who="OddskiBoddski" reply="7" id="3196627"] Quoting jkmaster9918, reply 6 Quoting Lavo_2, reply 5 Quoting GoaFan77, reply 3By the same token, just take your entire home star system, starbase the star and the enemy will have a hard time attacking your homeworld again. Or, alternatively, instead of fortifying the star, fortify all the planets surrounding the star. This will force players to go through a wall to get to the goodies behind it. Or, do bot

7 Replies 7,728 Views

[quote who="Lavo_2" reply="5" id="3196362"] Quoting GoaFan77, reply 3By the same token, just take your entire home star system, starbase the star and the enemy will have a hard time attacking your homeworld again. Or, alternatively, instead of fortifying the star, fortify all the planets surrounding the star. This will force players to go through a wall to get to the goodies behind it.[/quote] Or, do both.

7 Replies 7,728 Views

[quote who="GoaFan77" reply="28" id="3194185"] Quoting XATHOS, reply 26If you ever actually run across somebody bragging about achievements in a game with no benefit, punch them. Hard. Seems a bit harsh. If there was an achievement for beating a Vicious AI with nothing but colony ships I'd say let the guy brag.[/quote] Does that include using the Vasari's ability to build starbases from their colony ships, or is it just colony ships only?

42 Replies 140,600 Views