Lol, I feel like such a derp; The GSD I had in my mod was the wrong one! Everything is working fine now, thanks for the help. Cheers, AUSDoug
AUSDoug
What I did in the GalaxyScenarioDef file: Added an entry to the planetTypeCount section (Changed from 29 to 30): (excuse lack of formatting) planetType designName "Rock" designStringId "IDSGalaxyScenarioTypePlanetTerranHome" orbitBodyTypeCount 1 orbitBodyType "UninhabRock" I then added an entry to the orbitBodyTypeCount section (Changed from 21 to 22): orbitBodyType typeName "UninhabRock" entityDefName "Pla
Hi all, After a while away working on other stuff, I came back to Sins (Rebellion, 1.01 - Bought the retail disc, and refuse to have any more to do with Steam than absolutely necessary) the other week and immediately started tinkering again. I decided to jump into something new, and that something is adding planets - just one for now anyway. What I've done: Created the planet's entity file. Did the stu
Perhaps because it essentially costs them resources (with the necessary research) they colonize as many non Volcanic\Ice planets as possible first? Have you tried giving them all Ice and Volcanic planets and seeing what happens?
Need some help again................. I tried exporting my Max model as an OBJ, but on importing to XSI, I think it loses the UV'ing because when I apply the texture, it's all over the place. So I got an FBX plugin for 3DS MAX 9; It exported fine, but when XSI tried to import it, it locked up and crashed.........
Whoa............I'm gone for two days and look what happens to my thread! [e digicons]:grin:[/e] And thanks for that video you linked to IskatuMesk, that'll come in real handy now that XSI has FINALLY finished downloading.
You didn't accidentally give the AI TWO capital planets (IsHomePlanet) did you?
Thanks for all your help guys; I'll look into getting XSI (I reckon I saw a free version on ModDb a while back) see if that makes things less complicated.
[quote who="myfist0" reply="3" id="3354968"] http://xsi.soase.x90x.net/Reference_Files/Reference_Files_Dip_v1.37/Mesh/!ConvertMesh.7z or see what is inluded in the 7z extracted folder http://xsi.soase.x90x.net/Reference_Files/Reference_Files_Dip_v1.37/Mesh/ConvertMesh/ put the mesh in that folder and double click which .bat file you want. [/quote] Cheers mate, worked like a charm. Now another quick question: Do I ne
Where can I get the Diplomacy Convertdata from, as I never bought the game? (I dived straight into Rebellion) Is it in the Reference Files that you have put together?
So I've created a model and then rigged and exported it from 3ds Max9 as-per this guide: https://forums.sinsofasolarempire.com/341022/page/1/ I end up with 'Stardestroyer.mesh' and 'Stardestroyer_debug.txt', but when I go to convert the mesh into something editable via Notepad++, using either the 'Sins Data Converte
[quote who="GoaFan77" reply="2" id="3352869"] Well yes, you're creating a divide by zero error. [/quote] Oh yeah.............hence the denominator bit; I knew I missed something. So, the maximum number of cannons is calculated by cannonsPerGravityWellRatio/ cannonGravityWellRatioDenominator ? Thanks for that guys. AUS_Doug
Hi all, I only recently updated to 1.1 after not playing the game for a long time. When I had v1.01 I was able to disable the Cannons by changing the line ' maxNumberOfCannonsPerPlayer ' to zero. But when I embarked on the process of starting my mod again for 1.1, I saw that that one line had been replaced by: 'cannonsPerGravityWellRatio' and ' cannonGravityWellRatioDenominator' . So