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
Sorry to bother you danman but I'm having trouble downloading and using 7ds. I'm running boot camp on my mac so that could have something to do with my inability to extract the file when I download it. Any help would be appreciated. Thanks.
use 7zip as it was compressed with 7zip
harpo
Where is the user.setting file? Its probably right in front of me. I can't seem to find it tho.
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\settingor here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\setting
Thanks harpo.
I'm tring to add the final attack ability to the fighters. I've deleted the research prerec's to the final attack. I added the ability to the sqaud entity in the appropreate slot. I also added it to the cobalt to test if it would show up there and no go. My goal here is to make a squad entity and make missles. Any ideas why it will not show up.
I think that the squads CONTAIN the fighters/bombers and the fighters/bombers are the ones that can have abilities, but I am still learning modding, so am not the best to answer this
I got a Question and this may be a little retarded........
Where do you put your modded filed if you dont have "Local Settings" I even tried to make the File but the cpu said it already exsited........please answer this question
CPU is so fucking retarded
combat, C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empireor here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar EmpireNOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop
Hi I have a question.
Is there a way to make your own Picture Set?
If so could you tell me how to do that plz
and thx in advance
rtsbond you could look at https://forums.sinsofasolarempire.com/175358
In regards to fighters and squads, the abilities would have to go on the fighter entities themselves, not the squads. I also have to check to see if strikecraft can even have abilites. I am sure that they do in Entrenchment, because it allows for the mines to have the trigger ability.
Cyberguy, I don't know if this stuff runs on a MAC, but you do have to you 7zip to unzip 7DS. If 7zip doesn't work on a MAC, you may have to emulate it somewhere else. Or, if needed, tell me which decompression will work on a MAC, and I'll try to get a version to you in that format.
Zero10, glad you were able to make it work!
Harpo, thanks again for all your help!
Hi Danman,
I've tried to edit the Gameplay.constants file and remove the damage tables by changing most of the DamagePercentBonus to 1.0 However when I activate the mod in either Sins v1.17 or Entrenchment v 1.03 there is no change in the damage table as LRM still own LF. I tried to make exaggerated changes to see if the mod was really working. The Gameplay.constants file was converted to txt from the 1.17 binary.
Have I missed something or is it just impossible to edit the damage table for a mod.
Second question is where is the carrier build rate penalty hiding? I've tried searching all carrier and squad entities and have had no luck in finding the variable.
Thanks in advance and any help is appreciated.
I'd really like to be able to mod the game and try different things instead of just wondering if they would work or not.
Yet another Edit: I figured out my mistake on my entity files. I was placing the files into the root of the mod instead of a GameInfo folder in the mod folder. Fail.
Edit:
Gameplay.constants
InCombatFighterBuildRatePenalty -1.0 considerBeingDamagedTime 10.0 enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.176;
Hi Danman...
Do you know how to make the custom racelogo show up as the logo not a colored square?
Cus i placed my logo in the RaceLogos.TGA file (With a backup of the original .TGA file on my Desktop) and put it back in the textures folder. But when I run the game it just shows every logo including mine in a different colored square (depending on the color for the logo chosen)
If you could help me that would be great Thx
i heard from somewhere that in the original sins beta that capital missles were targetable. i was wondering if that was true. If so can i please have a copy of the original beta that was possible in? Thanks in advance
G'Day DANMAN, hope all is well.
I have a couple of questions regarding texturing.
1. Is it neccesary to use all 3 of the dds. files cl, nm, da on your models?, and if they do, do they all have to be aligned indentically?
2. Is there a way to convert dds files to use in a program such as "Gimp". I can convert dds files to jpg, bmp, gif, and numerous other file types with "Image Converter", but none of them give a conversion that looks anything like they look in dds. Also the "Image Converter" can't covert anything back into dds., so I don't seem to be able to use anything I create in "Gimp".
@Zero10oneSB
1: You can add a model without all 3 textures, but the result would look half a$$ed. -cl is your normal texture, -nm is your Normal Map(Bump Map), and -da control 3 things: Metallic shine(blue), team color bleed thru(red), and lighting(green). I would suggest learning to make all of them, considering many games use similar texture standards. Textures are aligned by UV Maps on the models, so yes they all have to be aligned the same so as to be properly aligned on the model.
2: For GIMP go here: http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Tools#DDS
Ok ive never tried a Mod before and this one caught my eye so i downloadede it but i dont know how to place it into the game. I read the instructions that said to unzip the File in the Mods-Entrenchment folder. I dont have a folder with the name mods in the Entrenchment file, do i need to make it and then There unzip the file?
lithlius,
the correct folder is in the user tree
here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03or here for vista/windows 7C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop
you will want/need a either or both winrar and 7zip to extract files
To add to what Harpo said, Unless you downloaded the 2.5 alpha you shouldnt be using Entrenchment.
Not more true from some time ago... the da red channel is switched with the cl alpha... since a lot of older model have a cl map without any alpha, these model in game are fully colored in the team color... if you don't use team color, paint minimum one pixel of the alpha cl will resolve problem...
Capital missiles was targetable in the first mod created for sins in 2007... these mod was based on the sins beta... the mod was called "Kin of the Stars" and you can download it at http://www.love-from-russia.be/Kin_of_the_Stars_20071019.zip ...
The code will not more work with actual version but the principe is very simple... missile are generated with ability and use antimatter ( mean limited ammunition )... the ability spawn a missile ( object using a mesh ) who is not very different that a other ship... these object move a high velocity to the ennemy and explode once near the ennemy dealing damage to it... in some way, not very different from the homing mine from Entrenchment ( just need a attack radius superior or equal to the gravity wheel )... don't forget to dissable the hyperdrive in the missile entity file else you can have the strange effect that the missile make a hyperdrive jump for follow a ennemy fleing the gravity wheel...
A lot of thing are possible in Sins, you only limit is your imagination and your coding ability... the only real limit is the AI... in the case of the capital with missile who can be targeted, any sane human player will use it for protect planet, placing it near a antimatter generator for having a fast missile reload... AI is not moddable and seen not able to use these strategy simple strategy...
thanks Thoumsin for the help and the link. I'm going to be experimenting with it during the next few months
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