SEB9

SEB9

Joined Member # 463774
8 Posts 61 Replies 1,078 Reputation

I'm not that good at modelling either, but the old adage - Practice makes Perfect - does hold true for modelling, as well as doing tutorials from around the web...

12 Replies 5,280 Views

Ok, getting google to search these forums, I think that I have located the Thread you are refering to SemasRalan. The Thread Wormhole to Wormhole cross star systems? is quite enlightening and may indeed help some to setup/track their Wormhole pairs. <span style="font-size: x-small

3 Replies 7,066 Views
Reply to Wormholes in Sins Modding

Ok, for any who are interested in this area, I've put up a Tutorial that goes into Basic Wormhole setup in more detail.

7 Replies 6,305 Views

I had a quick look at your post history, but nothing jumped out at me for the post/reply you're referring to. I don't have the time, or desire, to look at every thread you've ever contributed to. So when you get the time, let me know which thread you're referring to and I'll see about updating the above to include or reference you're work.

3 Replies 7,066 Views

Wormhole Tutorial - Basic Links by SEB9 12/11/2008 Note 1: This tutorial has been put together with, and for, SINS 1.05 Note 2: Apply what is outlined here AFTER you have finished creating your map, as Galaxy Forge (SINS 1.05 version) does not support it and will DELETE your Wormhole Link(s) Setup. Note 3: Absolute position counting, as I am calling it, starts with 0 (zero) as the file will be seen in a text editor.<br

3 Replies 7,066 Views
Reply to Wormholes in Sins Modding

Yip, works as indicated. I'll put up a Howto later on, with the example map I used.

7 Replies 6,305 Views
Reply to Wormholes in Sins Modding

Ok, so I've now got 7DS but alas it doesn't help. I've since found that Derelict has wormholes, as does Ancient Gift althougth Ancient Gift has so many Wormholes that they are confusing rather than enlightening. Derelict is just the ticket. So, based off the Derelict map, opened both in Galaxy Forge and Notepad, Wormholes are connected (paired?) by an entry in the .galaxy (map) file in the interStarConnection Section. For Derelict the section is this:

7 Replies 6,305 Views
Reply to Wormholes in Sins Modding

Ok, I'll download 7DS and have a look at the maps. I know that the map Agamenon's Bounty also has paired wormholes but I no longer have this map after removing the 1.1 Beta.

7 Replies 6,305 Views

Apologies if this has been covered elsewhere, but the Search functionality of this forum is hopeless - I didn't get any results when I searched. I'd like to create a map with restricted inter-star travel. The idea is to remove the 'Long Jump' research item so that only Wormhole travel is available, and make the Wormhole travel research available earlier than is default. What I can not seem to figure out; is how to make Wornhole links between stars - in-system links are n

7 Replies 6,305 Views

Thanks for sharing that StCobalt , I'll have a look into what you've done and see if I can use something you've done to get my Buff to work. At this point I'm not sure if my Buff works or if the Buff call is not firing - in the default Ability AbilityTechFrigateColonize.entity I am

11 Replies 7,221 Views

Its got me too. The only reason I want to make the change is that with my mod active the AI can't seem to handle the fact that its got a free captialahip and needs to build 8 Mil Research orbitals to research Capitalships first. Or more accurately it starts the game building Mil Research orbitals and a Capitalship Shipyard - and thats it...nothing else. It of course runs out of resources after 2 Mil Research Orbitals and the shipyard.

12 Replies 8,750 Views

I've struck this issue with a new map I've created with GalaxyForge 1.05 Kitkun makes reference to 'start points', what are these and where do they get set?

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No question is ever stupid...Yes I am saving and also reopening the map in a different text editor to confirm the change in boolean value. I guess this does warrent this question though - Are you sure that this particular setting is the one that determines the status of the 1st Capitalship as Free?

12 Replies 8,750 Views

Well, still no luck here. I've now done a clean install, fresh download, deleting both directory structures related to the game and did a reboot inbetween the uninstall/deleting and the fresh download and install. I've set 3 custom maps to False, and changed 4 of the default Small maps in the same manner. But alas, the Free First Capitalship remains... Any further suggestions anyone?

12 Replies 8,750 Views

Yes, this is the map that the game installs, in the folder that it installed it to... I'm going to jump over to the Dev .exe of SINS, so maybe I can find something via the debug stuff...this is not the only thing that just does not seem to work for me... Many other ideas or suggestions?

12 Replies 8,750 Views

Can you post the line as you used it to get it to work; and I'll compare it to what I did... In fact here's my line, as I have changed it in the map Derelict: isFirstCapitalShipIsFlagship FALSE

12 Replies 8,750 Views

Thanks for the link, I've already been through it, but have to admit that I didn't see MakeDead, so I'll go back through the list and see what else I overlooked... :/ Still, if you have any further suggestions then I'd love to see them, this is my first venture into the Ability/Buff side of things.

11 Replies 7,221 Views

[quote]It is actually that line in the map file. The isFirstCapitalShipIsFlagship is the toggle for the free capital [/quote] Sorry but I have to disagree, I have even changed that field in several of the default maps but alas the Free Capital ship remains.

12 Replies 8,750 Views

I've got a mid-powered graphics, Go7600, and I have significant slow down with 30 Squads of 12 Strike craft each. I have to zoom out to Icon level to smooth out the framerate during a battle. So although the sky is the limit, what your system can handle smoothly will be somewhat less... The other thing to consider is that the game deals with Squads, and thus you are never dealing with that many, but if you take a moment and consider how many Stike Craft the Squads in play

22 Replies 8,015 Views

I'd like to remove the Free Capital Ship at the beginning of a game, for my Mod, but can not seem to work out how to do so. I note that Galaxy Forge has a Boolean Field that preports to Turn On/Off the Free Capital ship, but looking in the Map file shows the field to be dealing with Setting the 1st Capital Ship as the Flagship instead. Any help would be appreciated.

12 Replies 8,750 Views

For the Mod I'm currently working on, I would like to modify the Colony Frigate so that it ceases to exist after a colony has been established - basically the Frigate is dismantled and used to setup the colony. I'm after some advice on how I should go about modifying this ship to achieve this goal.

11 Replies 7,221 Views

Thanks Annatar11, however I'm not interested in the Fleet screen, only the Civ/Mil screens. You are correct in what you say about the arrows being placed automatically. I've found that if I move my Research items around so they are positioned within the bounds of an Arrow, then an Arrow will be displayed. However its not ideal for all my tree setup, so I'm going to see if I can add an additional arrow to the .tga file and associated files, that does fit my desired placement and s

10 Replies 15,658 Views