Greetings All!
Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole. While I learn stuff everyday, I feel like I can teach and answer questions as well. People have helped me along the way, so this is my way of giving back to the community. So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know. Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge. I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history. I have a Marketing and Sales background, with a specialization in graphics and art. I also know modeling programs, but use 3D MAX specifically for modding.
So, I leave it up to you, the modding and gaming community. I will be listening....
DANMAN
1. Is there another site with SoaSE forums that is active?
2. Why is there not a model showroom?
3. Are people creating models?
4. Is SoaSE as "mod/model friendly" as Howmeworld Franchise?
Thanks Dan the Man!
Hey, DANMAN
I entirely understand you're busy, but looking forward to the answers to the previous question when they're avalable
Here's another one I've run into, though:
Is it possible to make (or fake) a special ability weapon that gets research buffs? Things like making Phase Missile Swarm get the bonuses to shield bypassing, etc.
FOUND IT, at least for build counts and such, it doesn't seem to affect the market though:
QUESTION: Can I erase entire tec tress and if so HOW?
I'm trying to make a mod in which you will ONLY need two tech tress so I'd like o know how to permanently delete the entire Artifact and Fleet technology tabs!
Thank you!
For a specific race, I think you can't. Because in the players' entities there is no command for how to build up the research window, but how to fill it up. There is no reference to the global windows, only for the blocks, that will be under the tabs...
If you translate the EmpireWindow.window from binary, you can check, maybe you can prevent the load-in of the tabs... but it will effect all the races... I'm not sure about that window, perhaps it's another .window you're looking for.
I can't use the converter (because I have Vista x64, I think)... so that's all... I hope I was helpful and I didn't say anything stupid
1. I don't know about other sites... I think you can find anything you want in this community. There are many helpful modders.
2. Showroom for the existing meshes, that are in the games? I read about copyright matters, if I'm not wrong, and that's the reason, why isn't any official converter (form mesh to xsi...) But you can find posts about home-made converters, just use the forumsearch.
3. Yes, there are many teams making new models for the game, check the Danman's other topic, the Star Trek, the Star Gate and all post which has more than hundred replies
4. Yes, it's mod friendly, you can change almost everything as you wish. I don't know much about modelling and Homeworld. But there are topics for modelling, you can ask there. I think it should be "model friendly", because there are new models for the game
hey ah DANMAN it is me from a while back...i finally got around to trying your advice...also if you dont remember this was my problem...
" i have made a good map using galaxy forge for sins 1.05 and i am using it to make 7 deadly sins plants and i have 7 deadly sins 1.3 but on the loading screen of the map it mini dumps....anyone know why and how to fix it?"
then you said to
'Try putting ALL your Galaxy Forge stuff in the 7DS mod itself. That should fix things. Also though, after moving everything over, open up all your maps and save them again, specifing the GALAXY FOLDER within the 7DS mod. If you don't have one, copy the stock folder and paste it there, then move or SAVE AS you maps there. That should work. Let me know if it doesn't."
and it didn't but that might be a careless error on my part but still....any ideas?
mdrocks, which version of sins and galaxy forge?
harpo
it is sins 1.05 and it is the galaxy forge intended for 1.05
I think I got a hint at what was going on in my issue for my new race. The AI seems to look for specific types of ships at hard times into the game. When the game immediately starts, if it cannot find a non-capital that colonizes, the game will immediately crash. I think, as long as I fill the roles shared between vanilla soase races with the new races, then it should be fine when I'm done. It crashes at 30 minutes, not 15.
this is the problem i had that led to so many dumps. you need to fill in this area for all the frigates, and i am sure capitals also...
typeCount ? (this is a number)frigateRoleType "Siege"frigateRoleType "Carrier"frigateRoleType "Scout"frigateRoleType "Light"frigateRoleType "AntiFighter"frigateRoleType "Colony"frigateRoleType "ResourceCapturer"frigateRoleType "Heavy"frigateRoleType "Support"frigateRoleType "Lrm"frigateRoleType "StarBaseConstructor"
and provide all the different types available... you can do it in 1 ship if you likeline #10 or #38 in np++ (depending on bombing or not)
I've got 2 questions:
1. Why are mods in sins so big?
2. Is DANMAN still answering questions here?
Thanks in advance.
rnick
question 1 the main reasons are the textures for models and sounds that are changed/added, also on vanilla sins mods ALL files are needed in the mod, in entrenchment the mods only need the changed files
question 2 he does answer if others do not beat him to it
He's a busy guy though, what with trying to develop an Entrenchment-compatable version sans developer.exe, so expect to be patient - I'm still waiting from a few weeks back.
Thanks guys. New to the sins mod community, but not mods in general. one more question:
What exactly will developer.exe let the community do?
yeah, his mod, 7 Deadly Sins, is huge and he is trying to convert it to Entrenchment. He recently finished converting but it wont work and he may have to start all over again if he cant find the problem. So dont expect him to be answering here for quite some time.
@ soasertsus:Heh.Yeah I read that. That's the danger of such a huge mod. Still, with any luck he will find the problem. Or restarting will be a reinvention for 7DS. But i hope the latter is not the case.
Developer.exe is essentially the basic exe, with all the debug warnings turned back on.
Thus, if it crashes, it will tell you why - and that 'why' is very frequently a single mistake in an .entity file somewhere or the like, so it turns it from a needle-in-a-haystack scenario to an "Oh, I need to look at X."
It's a massive reduction in bughunting workload, which is why we've been hurting so badly for it not being updated.
Alrite I have a question relating to planet modding.You aleady know that I work on the mod Urban Expansion but what I tried doing in version 1.0 was adding new research to benifit the add-on planets. The specific planet type I used was the toxic planet. In the gameinfo folder I went into the toxic planet file (named planettoxic in the mod if I remember right, should be the same in 7DS since I changed none of those important file names). In that file there is a line that says something like, Planet Type for Research "_____". I know that using the word desert, terran, ice, volcanic, asteroid, or uncolonizable works there but what I tried doing was adding the word Toxic into that blank space. I than made the appropriate icons and research data file that I called toxic colonization and toxic population. I linked the word toxic on those research files as well, linked the new icons with the research and did all the work to make the research look official. Then I went to playtest it. Well it worked, but it worked to good. See the Toxic planet was able to be colonized and before colonization it even said that you must research TOXIC COLONIZATION before you can colonize this planet if you tried to. But upon researching it, all planets were allowed to be colonized, even those that were linked to the word Volcanic (like the volcanic planet). The population research worked the same way, it made it so ALL planets got a pop boost, not just the toxic planet. This also goes for the gas giant pop research as far a I know and have tested. In 7DS you should double check whether researching gas giant pop boost research helps all planets or just the gas giant because in my mod at least researching that helps all planets. What's weird though is that Gas Giant colonization research works perfect, unlike what the result of my toxic colonization research was. The Gas Giant colonization research only affected Gas Giants, so here's my question.What are the rules to linking planets and the research you want to make to benefit them.Which files are needed in order to do this process (so far the only files I know that relate to this are the appropriate research game info files and the planet game info files.)Thanks in advance man, you have already helped my mod a lot by allowing me to use your own planets and your white star and all the other stuff I merged in.Edit: I also want to make a pulsing effect for some of the stars in the game but I have no idea how particle forge works. If you could give me a tutorial or direct me to one I would really appreciate it as well.
Hey guys, I'm new to the modding community and I have a couple of questions about what is allowed with the mod tools.
1. I have found playing the game that with large maps, you easily max out the tech trees and then you are essentially "done" beyond killing the opponents who have also maxed their trees. Is it possible to extend the tech tree/add new techs or trees/add new "levels" to individual abilities?
2. Can you add "tech trees" to ship types individually?
3. Can you "add" new types of ships and structures or do you have to "replace" old ones with your new ones?
That's all I can think of off hand before delving into the editor Thanks for the responses.
lord jaroh answers from harpo regards your questions
1 yes, see mad scientist and distant stars mods
2 as far as i know no, but I do not know everything, and so far no mod that I have seen has done it
3 YES, see the following mods, 7deadly sins, startrek SOA, starwars, stargate races, stargate, halo, sins of a galatic empire, battlestar galatica sins of the thirteenth tribe. these mods are just off the top of my head.
hope this helps
Thanks very much. I was just doing a bit of reading as to modding and such, but I think I'm gonna have to wait till I get home and have the program in front of me before I get started, heh. It looks pretty in depth as to what you can do. As long as everything is relatively easy to understand, I'll try my hand at doing some simple things. I should probably see what others have done as well...
to do any modding you WILL need the text versions of the files for your sins/entrenchment version. assuming you have 1.16 &/or entrenchment 1.02 I had uploaded both sins 1.16 and entrenchment 1.02 un-official reference files that you can download
you also probably will want the complete forge tools which includes a pdf on how to mod sins and can be downloaded on the sins download page
Just so you know, there's a couple bugs with those files - CAPITALSHIP_PHASECOLONY, PHASECARRIER and PHASEBATTLESHIP are all still BIN files. There may be others too, but my focus has been capships so far... just a headsup.
And another question:
Is there ANY way to spawn TEC fighter squads? I can see a command for Vasari Bomber squads, and Advent can increase the numbers of fighters in general, but I don't see a way to just spit out trusty ol' fighters... which is insanely frustrating for my efforts
reiverta in my working reference sets they are in txt in both sins & entrenchmentwould you like me to email to you?
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