This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.
If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.
Please do limit "just comments" here to brief posts please. If you don't know the answer or can't point to help--don't post. Please note that a random, uninformed guess isn't an actual answer.
You can refer people to another source--IF it actually helps answer their question. This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.
Remember--specific questions, specific answers. Only respond to the ones you can help solve. Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.
Thanks in advance for your help and cooperation. The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.
NOTE: If an answer resolves your issue, please share it here. These answers will help others coming along later too. Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!
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
It seems to only occur when a Kol levels up...it doesn't always occur, but when it does occur, it always seems to be when somewhere a kol levels up....
GRG uses AM....it uses 100 per use regardless of level....incendiary shells is a passive, doesn't use any AM...the Kol has 500 AM, 2 AM regen, and doesn't get any better AM with level ups...
I'm at a complete loss here...
Alright, I think I solved the issue...this is one of the most bizarre things I've ever seen...
As I've stated, my capital ships do not get any stat increases when they level up...the error came up anytime that the kol had GRG and did not have full AM (GRG was only ability before ultimate that used AM)...if the cap leveled up with full AM or without GRG, no error...
So, I gave the kol an AM stat boost per level, starting with the smallest value possible (0.000001)...error still came up...tried with 0.000010, error still came up...but lo and behold, when I made the stat boost per level 0.000100, the error doesn't seem to come up anymore...
Maybe, not sure, but I think it may have to do with the Gauss Gun leveling up with the ship. Here is the Gauss AM cost per level.
antiMatterCost Level:0 50.000000 Level:1 55.000000 Level:2 60.000000 Level:3 65.000000
So as I stated, the ability may now use more than the ships pool.
But there are abilities that have the same AM cost for each level, and they don't cause problems...
There are however no capital ships that don't get stat boosts per level...
What type of abilities, weapon abilities are a bit different from the others. Do some comparing.
Well, detonate AM is a weapon type ability, and it has the same AM cost per level...
In any case, I haven't seen the problem since I made the change to the per level stat boost....
Has anyone gotten "OnChance" to work in anything other than a periodic action?
Nope. Pretty sure it has to be a periodic, but you can just do a periodic action with a fixed number of waves set to 1 and its pretty much just like an instant action.
This is correct. My Eclipse plugin would have warned you of this and saved some time
Time to make one post on sins forums vs. time to download, install, and learn Eclipse + Zombie plugin....
Hmmmmm.......
Yeah, but then it saves you from making certain stupid mistakes for the rest of eternity. And Eclipse might just be useful to you in some other context (as it was with me).
Goa, why the hell would I want to prevent myself form making stupid mistakes for the rest of eternity? I wouldn't really be the same person if it wasn't for all my stupid mistakes and stupid questions....
I don't know Seleuceia. I guess I just don't know you that well anymore. First you quit playing mod games, then you stopped playing on ICO. How long until you're just some troll that I used to know?
making the same mistakes over and over and calling it progress is not growth.
Who said I stopped playing mod games?
And zombie, stop wasting high minded philosophical bullshit on a troll....I know you have more important things to do....
Can we at least please keep one section on these forums troll-free? I rather like the lack of stupid and inane behavior in here.
I haven't seen anyone on this forum I would classify as a troll yet. My standards must be too high.
Well iskatu, very few trolls muck around in the modding section...you may have to look elsewhere...
Anyway...what is the difference between this:
diplomacyPointsForPactCount:1 0.001000 diplomacyPointsForPactCount:2 0.001300 diplomacyPointsForPactCount:3 0.001600 diplomacyPointsForPactCount:4 0.001900 diplomacyPointsForPactCount:5 0.002200 diplomacyPointsForPactCount:6 0.002500 diplomacyPointsForPactCount:7 0.002500 diplomacyPointsForPactCount:8 0.002500 diplomacyPointsForPactCount:9 0.002500 diplomacyPointsForPactCount:10 0.002500 diplomacyPointsForPactCount:11 0.002500 diplomacyPointsForPactCount:12 0.002500
and this:
allyPactCountRelationshipChanges 13 modifier 0.0 modifier 0.2 modifier 0.4 modifier 0.6 modifier 0.8 modifier 1.0 modifier 1.2 modifier 1.4 modifier 1.6 modifier 1.8 modifier 2.0 modifier 2.2 modifier 2.4
Both are near the bottom of the gameplay file...
The top seems like it's a bonus based off of the number of pacts you have...I guess you could get 12 if two different factions each offered their 6 pacts...
But then what is the bottom thing for?
Seleucia, the diplomacyPointsForPactCount most likely refers to something with the Diplomacy Victory while the second is an actual relationship bonus.
No, you are just accustomed to dealing with real trolls. Any "troll" on this forum is nothing more than the delusional little kid back at elementary school who thought he was big and hot stuff, until he lost a tooth from someone's fist to his face.
Well now that makes sense lavo....
Is there a particular reason why there are 13 pact relationship modifiers? I don't think you can have more than 12 pacts...
Maybe there was a null pointer bug they couldn't track down so they just made an extra.
There are 13 possible pact cases; having 1-12 pacts or 0 pacts.
Ah, k that helps a lot....thanks mate...
okay i so i have the SoaSE menu index thing ive been going throught it sorry for asking so many questions im just trying to understand all this since my team has died xp haha anyway so its easier to make your own race fresh instead of replacing? so how do i go about making a "new string" ?
Because it is a lot easier to keep track of strings you make, since you can give them better name discriptions. And if you ever want to use something from another mod, and they just renamed the vanilla stings as well, it will create more work for you, while always making your own strings should ensure they are unique.
A simple example from my mod, from the English.str file.
NumStrings 7957StringInfo ID "IDS_Ability_E4X_DisruptRangefinders_NAME" Value "Damage Rangefinders"
To make a new string, just copy the last three lines from any string reference, and update the NumStrings line by 1. ID is the most important, as that is the unique identifier for the string that all other files will use. To keep my strings unique, I add a prefix unique to the mod I'm working on, in this case E4X for "Enhanced 4X Mod". That way I do not have to worry about string conflicts with other mods, and even better it tells me in an instance what mod that string is originally from (Even in Enhanced 4X I have portions of other mods included, and their strings have their own prefixes for them).
There are many great features available to you once you register, including:
Sign in or Create Account