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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
Confused? No idea where to even start?
Determined to work at it?
This is the place!
Sins Modding Wiki
ZombieRus's Eclipse Wizardry
Tutorials
MyFist0's full modding site.
Emphasis on modeling and
texturing.
REBELLION MODDING TOPICS
Rebellion Modding Q & A
Mesh Editing
Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
An Idiot's Guide To Getting Started
MyFist0's Modding Megasite!
MOD DOWNLOADS
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM
STEAM Sins Forums
DEVELOPERS
Sins Developer Journals Forum 2007 to Present
REFERENCE FILES
Research Modifier List
MyFist0's Exported Models & Files
Modifier List
Harpo's Converted Sins Reference Files 2011
THIRD PARTY TOOLS
3dS Texturing Toool & Tips
Ship Fleet Calculator
SoaSE Eclipse Plugin Project
Mesh Resizing Tool--courtesy of the Reqiuem team.
Harpo's Sins Utility Package -- Dropbox
The Sins Optimization Project (TSOP)
Artificial Unintelligence (Mod and AI info)
Sins Data Converter by BCXtreme
EXPLANATIONS & DISCUSSIONS
Rebellion Updates by Blair Frazier
How to Add a Fourth Race
User-updatable Ship Reference Chart
Sins Modding Dictionary
Adding phase Effects to other weapon types
Culture, Explanation/Discussion
Weapons, Explanation/Discusion
Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
In-Game Map Creator
Weapons Banks & DPS
Combat Mechanics
Rebellion Shield Mitigation & Focus Fire testing
PARTICLE FORGE
Particle Forge Help Thread
GALAXY FORGE
Adding Artifacts
Working Template Examples
SemazRalan's Template Guide
Pirates Base Start Template
SOUND RESOURCES
[SFX] Black Sun SFX/Music Resource for Modders
MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
3dS Model Exporter
3DS Max Rigging, Texturing & Exporting, Guide
Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
Thank you! Exactly what I was looking for.
I know this is kind of a basic modding question, but when I go to put my folders together for my mod, do I need to have all of the files (my mod files + stock game files) or do I just put my mod files in the folder and SoaSE will figure it out from there?
While early on you needed all the files, for any of the expansions, including Rebellion, you only need your new and modified files.
Yay for using Rebellion! That makes my life easier.
It seems that if you give pirate raids the possibility of spawning a capital ship, it causes the game to minidump, or so I have found. Can someone possibly confirm this?
Correct me if I am wrong, but judging by the existance of the HullPointsMaxBonusPerArmorPointMax research modifier, there's some sort of cap of how much armor can boost a unit's hull by?
What exactly do HullPointsMaxBonusPerArmorPoint and HullPointsMaxBonusPerArmorPointMax even do?
Hey Guys! Can i ask some one to explain how is this instantActionTriggertype working? Which is called :
A few of the advent capital ships use this buff.
AbilityEnergyAbsorb.entity (uses damageType)
AbilitySpreadWeaponDamage.entity (does not specificy a damageType)
AbilityVengeance.entity (does not specificy a damageType)
These are used in the armor pact (RESEARCHSUBJECT_PACTBONUS_ARMOR.entity ).
And your're correct you specify the amount of hull points per armor and the max hull points per armor.
Example:
researchModifier modifierType "HullPointsMaxBonusPerArmorPoint" baseValue 0.000000 perLevelValue 20.000000researchModifier modifierType "HullPointsMaxBonusPerArmorPointMax" baseValue 0.000000 perLevelValue 200.000000
Thx ZombiesRus5!
Is there any way to use OnDamageTaken triggerAction as a "if enemy ship hull 20% or bellow than it is trigger something?"
Is there any other option rahter than? : damageRetaliationPerc, antiMatterFromDamagePerc
Can you specify what is RecordDamage mean?
instantAction buffInstantActionType "RecordDamage" instantActionTriggerType "OnDamageTaken"
Thx
Hey! Yes you rigth, better just make a cap like frigate with cool abilityes and use it instead of capship.
Check out the OnCondition->IfOwnerHasHullLessThanPerc found in AbilityUnyieldingWill's buffs.
You should be able to use OnDamageTaken with almost any buff instant action type.
It is used to record the damage taken by a frigate, then that damage recorded is used to spread 30% of it to all the affected frigates in that buff setup.
The abilityUnyieldingWill is from rebelion, my mod is on Diplomacy. So as i see i can not specify condition on OnDamageTaken how much dmg trigger a new buff.
What i want: A overtime buff, such as bording party, take over the ship if the ship lose hull more then x% during the buff time period.
I gues it can not be done with diplomacy.
Ya, rebellion adds some nice modding tools.
You can sorta simulate this with the finishCondition DamageTaken.
I need a list of what the errors are. Can't find anything wrong with the string info.
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/String/StringLibrary.h(83)result == 1
As I recall, it means you are missing a " somewhere.
How would you find it?
Line by line unless you want to start using more advanced tools. You could try to configure text highlighting for things in "" in say notepad ++, or make a program to check for it. Zombie's eclipse plugin might be able to do it if you use eclipse.
Thanks for assisting with answers here all you wise guys.
I have several meshes that like to sit right on top of each other in game. Is there any magic way to add more spacing in between ships?
Only the developers can control fleet and ship spacing, sadly.
I'm sure if you needed too there are ways you can fake it.
Playing with ships' mass might do the trick. A ship with larger mass will always stand still while the smaller mass ship will move around accordingly. Though, sounding from the issue, this might not be of much help.
Might be a bit late, but I just noticed now that the devs added in a new ConvertXSI folder to Rebellion's files.
Yup. What I haven't tested is if it makes models look any better compared to the diplomacy Convert_XSI and manually adding the mipmap line.
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