ZanyPilot

ZanyPilot

Joined Member # 5096708
1 Posts 10 Replies 208 Reputation

You might be able to get the AI to use more capital ships by reducing their cost and increasing the cap thresholds for each To alter cost, mod the CAPITALSHIP files. e.g. CAPITALSHIP_PHASEBATTLESHIP.entity basePrice credits 3000.000000 metal 400.000000 &nb

10 Replies 7,611 Views

[quote who="ZanyPilot" reply="213" id="3308649"]Thank you.... I'm going to do a game reinstall and try again...[/quote] I reinstalled Trinity v1.37 and tried the conversions using that installation's converdata_exes. OrignialSins converted without problems on your utility. Entrenchment and Diplomacy would not convert and hung up the converter or on the sinsconverter.exe generated errors. I reinstalled my disc Trinity v1.00 and utilising the convertdata_exes from

238 Replies 585,455 Views

[quote who="Ryat" reply="1" id="3308487"]Nope, the engine is not designed around hiding things really.[/quote] Ok, thanks Ryat. I'm not going to give up on introducing some subterfuge, but I'll scale down my ambitions. Thanks too for Distant Stars, awesome mod.

4 Replies 5,999 Views

Thanks again Harpo, but I think I'm a lost cause with the conversions of bin to txt. I've been trying again and again. And I'm pretty frustrated at not being able to do it. I went through the instructions again and, just in case it's something idiotically trivial I did, this is what I did. I copied the SoaSE game directory to my documents (Trinity 1.37, without Rebellion). I deleted all the files except for gameinfo and the convertdata.exes. I directed your data conver

238 Replies 585,455 Views

Endersblade. To turn off a mod so that you can load your game go to your mod folder (User/appdata/local/ironclad games/sins of a solar empire/Mods_....) Open the appropriate mod folder to the mod you enabled that caused the crash the edit the file enablemod.txt. The following works for me TXT Version 0 enabledModNameCount 0

8,423 Replies 15,668,944 Views

I'm creating playable entity as a variant of TEC, whose flavor is on plunder and raiding. I would like to take it further and allow them to build pirate ships that appear to be pirate faction ships, i.e. no designation of the player owner and the ability to attack allies. (cease-fire with the pirates for those ships is not desirable) I've been trying to alter the property of the frigate to do this. I was wondering if there are known commands or abilities to hide allegi

4 Replies 5,999 Views

Harpo, thank you very much for these files. I have Trinity 1.37 and I just can't get the bin to txt conversion to work, even with your utility or the command prompt method in myfist0's tutorial. So these files meant that I could start learning to mod. (The Trinity ConvertData_ .exe create a brief black popup, but don't change the bin nature of the .entity files; your textbin gui yields empty destination folders or hangs up; and the command prompt g

204 Replies 843,069 Views

This is a great mod. Thank you to all of you for creating it. I'm running Distant Stars version 1.01 release (Dip 1.34 compatible) with Trinity (dip 1.37), so far no stability issues. However, no matter how I try I cannot convert the mod's bin GameInfo to txt. I'd like to continue doing minor tinkering with the game play and I'm aware you don't support txt files, but please could you make the GameInfo for this version available in txt? Edit: N

8,423 Replies 15,668,944 Views