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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?
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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
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Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
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Directory of Planet Mods
STEAM
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Harpo's Converted Sins Reference Files 2011
THIRD PARTY TOOLS
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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
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Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
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SemazRalan's Template Guide
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MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
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WIKI'S
Sins of a Solar Empire Official Wiki
Ok for some reason tonight i can not get my null to create above my model. It just hangs out at the botton and this i believe is wrong? The Rootpoint should be just under the scene and camera but before model?
Using XSI mod tool 7.5
The rootpoint should be at the same level as the model. I don't think it matters whether it is above or below in the list, but the rootpoint cannot be IN the model's "folder".
soase.x90x.net/?i=xsi/Mesh_Points.html
the rootpoint stays at 0,0,0 as is the P001-Center.
Dont forget to Freeze often
found cached version of myfists site so i can answer my own questions by reading yay
Is there a way to tell a group of ships with the same ability to use that ability simultaneously on a target?
Not automatically.
The only way you could do this is if you had a very specific ability and gave it a good ai use time...for example, with a little modding you can make it so that martyrdom (the seeker ability) fires whenever you select an enemy ship as the move target...in essence, you can make an unlimited number of seeker vessels martyr on a target with a single click...but in general no you cannot do this for an ability...
FYI, if you have a bunch of frigates selected and you right click an ability to toggle autocast, it will affect all selected ships of the same time with that ability...
Actually, it wont.
A large group of ships can take several seconds to finish triggering abilities in that circumstance. I ran into this with cloaking in SOA2, you cloak the fleet by switching them to autocast, and decloak with a fleet decloaking ability. They are far from instant and uniform when cloaking.
I think you are working with an entirely different circumstance...you can get unlimited seekers to use martyrdom, you have to remove the hull damage requirement...
Um, why wouldn't you use toggle abilities for cloaking!
Quick question...do lab structures support any abilities?
They can if you want them to. I gave all the labs in Enhanced 4X abilities that buff random things.
This is the initial situation: I want to use an ability manually, that buffs a friendly target with hullrep and shield restore. The buff stacks up to 5 times. So i planed to use 5 ships as a group to buff another ship with 5 stacks simultaniously. But every time i try to use the ability with a group of ships they just apply 1 stack, 2 stacks at maximum. Is it possible to change it so every ship in the group applies the buff?
Possibly...you could try making the ai use time "Anytime" and the ai target "any", then give all the support ships a move order on the target ship...ability would have to have autocast on...this is essentially how overseers work, you give them a move order on the target ship and they are pretty good at all using their ability on it...granted they won't all probably use the ability at the exact same moment but hopefully it'll be close enough that it won't matter...
The cloak is a toggle, but autocast only works one way without having a conditional trigger.
Can anyone tell me what is exactly wrong, where it is and how to fix it? Please and Thank you.
Drian
http://www.mediafire.com/?48kgd42g0fi3yp3
Please describe what you're trying to do, no one is going to know exactly just from looking at a file. And please use pastebin, that way we don't have to download an unknown file.
Never mind fixed it.
Looking for 2 things...
First, when you use the map designer, if you have a non-zero player count for a star then the designer tries to automatically spawn several things for each player (the normal start of TerranHome, an asteroid, RandomIceVolcanic, etc.)...how do you change those items? It doesn't seem to be in GalaxyRandomizer.window, and changing RandomTemplate.galaxy doesn't seem to do anything (though it does seem to be used by the map designer for at least some things)...
Also, I'm looking for where the brush references for the "unknown" are actually referred...the brush references themselves are in the same brush files as all the other planet icons, but I can't find where (window file?) the "unknown" brushes are actually called upon....
Do random maps in notepad. There's a section where each player's starting area is defined.
You mean for planets? Its in each planet entity file.
I know once I generate a map in the designer, I can edit the text file no problem...but is there no way to automatically set that? It's annoying since each time I generate a map I either have to go to each star and set the player count to zero or cycle through a bunch of errors...
You know how if you haven't explored a planet, you simply see the grey-whitish circle from the mainview? Planets you haven't explored yet use the "unknown" icon set...it's definitely not called by any planet entity file...I figured it would be in some window file but I've checked several and haven't found it....
I can find the actual brush references (there are 4 IIRC) but I don't know what file actually calls upon them....
FYI, the Unknown planet references are in the player files...
Lol, interesting. I guess you can have a different unknown planet reference per play, might work well with a customized UI.
How/Where do i change the overall size of a ship/structure?
You have to change the mesh of the ship/structure, either by trying one of the resize tools or importing the mesh using a 3DS max script and changing the scale in a modeling software of your choice.
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