Below are the batch scripts I have been using to convert the binaries to text (and back). Put the .bat in a directory. Copy ConvertData_Rebellion.exe to the directory. Copy GameInfo\, Mesh\, Particle\ and Window\ to the directory. Double click the .bat. Files in all four sub-directories are converted. These .bat have been working well for me so far. conv_to_txt.bat: for /f %%f in ('dir /b .
Valpheus
The original thread is locked, so I am reposting here for the Rebellion 1.84 update and the migration to Mod DB.
Trivial Options Mods Pak for Sins of a Solar Empire: Rebellion 1.85 (or later) is now on Mod DB. In addition to the original contents of the mod pack, I have decided to put all my other minimods into the pack, instead of migrating each of them to Mod DB separately. <img src="http://button.moddb.com/rating/medium/mods/30256.png" alt="Trivial Options Mods Pa
Playing with dev.exe, I noticed that if you lost a planet with explored artifact for the first time, you will lose that artifact. But after you recolonize that planet, you will regain that artifact permanently, even if you lose the planet again. Is it a bug?
This mod has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later) I think it is probably not very widely known
[quote who="GoaFan77" reply="9" id="3474140"] Also I'm told you can remove DLCs with steam now, so I guess modding isn't strictly needed anymore.[/quote] Sweet! I hope I found out a few days earlier... I have just just updated the NoDLC mini-mods a couple of days ago LOL.
I have just bought EU4 on Steam, and it is a pleasant surprise that it allows you to play older patches of the game, by listing them as betas in the game properties dialog. It is such a good idea; could Starclad do it for SoaSE? It would not only allow us to play mods not updated for the latest patches, but also let us watch replays that were recorded with older versions of the game.
You're welcome Landgrab~ [quote]If you wanted to use it online, you would simply have to try replacing one of the existing skybox textures with an old one, though the lighting on starships might look off.[/quote] Yeah, if you wish to keep checksum at zero, you can still try partial skybox replacement, by only changing the textures. The texture .dds go hand in hand with its respective mesh. If there is a mismatch between the tex
Here are the files involved: \GameInfo\SkyBoxProperties.skyboxbackdropdata \GameInfo\STAR_*.entity \Mesh\Skybox*.MESH \Textures\skybox*environmentcube.dds \Textures\skybox*irradiance.dds \Textures\SkyboxBackdrop*.dds Skybox.manifest For meshes and textures, you can probably copy from diplomacy and edit from there. - MESH files: Rebellion meshes have an extra line "maxDiffuseMipLevel 0" - Textures: Probably no changes ne
Finally got around to learn making videos and uploaded to YouTube for the very first time. :) Also, updated the TEC radio voice mod to reduce the harshness.
I was excited when I first heard of the AoW3 announcement, but the available info and videos left me quite worried. - Less races, less units per stack, more cramped tactical map (more and more HoMM-like). - The class units and generic race units might make each race seems less unique. - GUI. On the main map, units are difficult to see and identify, even in the vid when the zoom level is about equivalent to 200% zoom in AoW:SM (hex size was very large in
Yeah, I think it is a trade off between randomness and fairness. Stereotypical 4X random maps tend to be unfair (eg. that was why Galciv2 has a Ctrl-N hotkey), and for me, part of the charm was to see how each player got (man-)handled by the loveless RNG. :D I guess the original random maps are made the way it was in order to provide relatively fair and symmetrical setups for the normal RTS MP crowds.
This map pack has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later) In the original random maps, players are
You can't disable it, but you can try to mod out the DLC additions. Here is one such mod: https://www.wincustomize.com/explore/sins_mods/151/
This mod has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later) Inspired by Maxloef's Directional based s
Updated for Rebellion v1.80.
Updated for v1.80
Two more spreadsheets: Table - Planet Development Rebellion 1.52 Table -
AFAIK you cannot uninstall or disable Forbidden Worlds. I made a mod that imitates disabling Forbidden Worlds: https://forums.sinsofasolarempire.com/429281 If you have some mods that somehow are not meant to work with the DLC (eg., a mod with new planets that do not allow specializations), maybe you could try putting the Trivial NoDLC mod at the BOTTOM of the enable list, such that the NoDLC mod would attempt t
[quote who="Wintercross" reply="7" id="3399221"] That's awesome! I was actually wondering myself how to do this. Would you mind if I use this in Sins of the Sirius Sector? Due credit will be given[/quote] Sure, everyone is free to use/change it anyway he/she wishes :-)
[quote who="myfist0" reply="2" id="3398661"] Can the SOA2 team use your GS_ShipDebugMip.fx file in our mod please? We will, of course give you credit with a link to any page you like. http://sacrifice-of-angels-2.weebly.com/crew.html[/quote] Sure, anyway you want. A privilege to serve the Federation! [e digicons]:grin:[/e]
This mod has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later) Link: For Rebellion v1.80, v1.82:
For build costs and bombing damage modifiers, negative is good; for other modifiers positive is good. A modifier can either be in % or absolute value. It seems to me that ship build cost modifier is very powerful. While other modifiers only affect one planet, ship build cost modifier can have an empire wide impact. In the extreme situation, when you are building all your ships on a planet with "Efficient Ship Factories" (-30% ship build cost) and not spending mo
[quote who="HyperSurf" reply="8392" id="3395131"] I have the problem, that I cant colonize asteriods when I'm playing advent. It says I have to research "flourishing systemation". But this might be not possible. I can't find it in the research menu...[/quote] Some Distant Stars research icons are assigned to the same place as DLC researches, so it became obscured. DS's Gas giant colonization (Flourishing Systemisation) is one of them, conflicting with DLC's
Distant Stars has some file conflicts with Trivial NoDLC. Maybe try the following version, place it above the Distant Stars mod in the enabled mod list. I resolved the conflicting files, but I cannot guarantee anything; Distant Stars might potentially need more changes to remove the DLC influences. :-) http://www.mediafire.com/download/w6bdnqvfwzp09x0/NoDLC_ds013alpha