I can't help you much, but I would also like to know how to do this. I had a brief look earlier in the week, and the only thing I can think of that might help is changing the 'entity type' at the top of the file. By replacing "Frigate" with "CapitalShip" it may trick the game to allow it to gain experience.
- Uzii -
[quote]Was there a tutorial you found to know how to do this? I would like to know, if you could direct me to an explanation or tell me yourself I would be forever greatful! Thanks![/quote] Its getting pretty late here (GMT, 2am), but tomorrow I'll write a walkthrough for creating a planet. Might be later in the day though, but I will do it tomorrow. I've popped this question out before, but I'll try again, does you one know of a Modding Wiki for Sins'? We really need a place
[b]@ AgentExeider[/b] Erm... It already needs research to colonise. Its level 4, so its pretty high up. I am currently testing the AI as we speak, but I imagine, once they have researched it, they will colonise. [B]@ jfp3[/B] Planetary bonuses will come, the next update will be both my mods in one pack. An interesting idea for the advanced bombing tech, but so far I haven't seen a weapon that is more effective against a certain planet type, but I will keep it in mind.<
Thanks for the info on research Rob. I posted a new thread too, and it turned out to be really helpful for other things as well. As for the mod, just tried it, but crashed on activation. I only had 5 files in my Textures folder too. Perhaps re-uploading the working copy you have might solve this.
No problem, just doing my duty ;) It should also give you a working base to start from. Good luck, and any problems, you know where to find us.
Good to see a lot of interest in this. Ok; [B]@ Daikaze[/B] I like both the ideas on fishing for pop-growth and storms for infrastructure health. This leads me to thinking what has already crossed my mind, combining my two mods. We'll see what the future holds. [b]@ Zargrim[/b] I like the sound of Barren, look out for that one. It has also lead me to another Planet type, but I'll keep that one secret. ;) [B]@ thetraviler[/B] Interesting, I might look into t
Well, about the research. You need 4 Civilian Stations to research the ability to colonise Oceanic worlds. I did this because (and this answers your second point) the Civilian slots can be upgraded to 40, giving it one more orbital [b]structure[/b] than the Desert worlds, and 36 Tactical slots, just one more [b]slot[/b] than a Desert world. However, to get the very last Tactical slot (you have to upgrade from 35), you will need to pay a bit, but as most of you already know, 36 is a special numbe
[quote]My only question is why would an oceanic world have a large population? [/quote] Eh? The max pop is 60 if I recall correctly, lower than the other planets (excluding the asteroid), and the Infrastructure only goes up to 4,500, rather than the usual 6,000. The Civilian and Tactical slots allow more structures to be built in orbit, whereas the planet surface is considerably weak. Thanks for the positive comments, any ideas for a new planet, or Planetary Bonuses (my o
[quote]it's pretty common for me to sit with a stack of 10-15 notepads open with various entity files[/quote] I never go that mad. Once I had that many open, just changing one line on each, then closed the group and saved changes to all of them, was quicker. Generally I try to have a maximum of 3 or 4 open at a time. And as for the one letter wrong problems, I've had more than my fair share with Medieval 2: Total War. Normal editing gives you a log which shows the exact locati
[color="#FF0000"]Name:[/color] New Oceanic Planet (by Uzii) v1.0 [color="#FF0000"]PoC:[/color] [link="https://forums.sinsofasolarempire.com/?g=pm&action=new&acid=2770905"]Uzii[/link] [color="#FF0000"]URL 1:[/color] [link="http://rapidshare.com/files/93217842/New_Oceanic_Planet__by_Uzii__v1-0.zip.html"]Rapidshare.com[/link] [color="#FF0000"]URL 2:[/color] [link="http://rapidshare.de/files/38621212/New_Oceanic_Planet__by_Uzii__v1-0.zip.html"]Rapidshare.de[/link] [color="#FF0000"]In
Description Not quite happy with your feet on dry land? Prefer a planet covered with water? This mod adds a new planet type to the game, the Oceanic Planet. With limited planetary expansion possible, this planet's strength is in orbit. With the possibility to have 5 resource asteroids in orbit, and a high number of Civi
Yeh, I'm sticking to the small mods at the moment, just adding one thing, or to one aspect of the game. It will be interesting to see just what exactly the finished Mods Tools will be capable of.
Skyline sir, you are a God among men. I cannot thank you enough. I had done all the above apart from the Player####.entity. I was searching for a file like that, which listed all the available research for an empire, I just didn't know where to look. It was the 'Colonise *PlanetType*' which I was adding, and everything had fit in apart from the research showing up. [quote]One other cool thing, when you create research dependancies, it automatically connects them with the arrow
I'll keep this short and sweet as I'm just off. Has anyone added new research yet? If so, could you post a list of things you changed to get it to work. I will double check everything tomorrow that I have done, but so far, I've added the new research file, the icons for the buttons, the location of the buttons to be used (in the 'Window' folder), and added the strings needed. I have also changed the "Count" number at the top of all the nessacrary files. Any help, though its probably too
From what you've mentioned this looks very nice. Making a Pirate mod crossed my mind the other day, but after think about all the different things I'd have to change, I was put off. Got a small addon cooking at the mo instead. Might try this tomorrow when I get a chance. I do have one question though which I'm trying to figure out myself. How did you add new research? I'm pretty sure I covered everything, but could you give a quick list of how you did it? I've added the string
Ok, seeing as I got no reply, I took the initiative. I have made 2 mods for you; - [b]Cheap Capital Ships for Mike[/b] All Capital ships now cost 500 Credits, 50 Metal, and 20 Crystal. No other alternations. - [b]Cheap Capitals + Bigger Fleets for Mike[/b] All Capital ships now cost 500 Credits, 50 Metal, and 20 Crystal. All Capital ships now use 10 supply instead of 50, and your Capital ship population capacity has been increased by 5 times for each research level. In Layman's terms;
Mmmm, maybe at work, you might be there to work. Not sure though, the work/not-working line is very blurry these days :P j/k I changed to Firefox when my old computer's IE started playing around. I will never go back to it. Firefox is such a well designed program, every little thing you wanted/needed is in there somewhere.
I have work tomorrow morning and lunch (GMT - UK time), but I'll give it a shot in the afternoon. So just, say; knock 75% of all the costs for Capital ships? If there is anything else you want, and it isn't too complicated, just post it here, and I'll give it a shot tomorrow.
[quote] Yeah. In a play test with this sucker I upped the chance to 90%, and over half of the worlds were War Torn. Made for a very interesting play test to say the least. Hear us DEVs...We want the option. [/quote] Ha, sounds like fun. Must have been some kind of Galaxy-wide conflict, other than the one the TEC, Vasari, and Advent are waging. :D There is a way to increase the chance of getting a certain bonus rather than the others, once a planet has been assigned
If you are capable of modding, or even have the will to get into it, just give it a go yourself and see what happens ;) Its all numerical values, so I would imagine that you could have more that 8 tiers, and possibly more than 3 categories for each section. I'm also quite sure that you can have more than the 4 sections too. But a simple play around should be able to reveal all those answers to you.
No problem Pmutzu. Bink, I am also slightly frustrated that you can't individually change the chance of separate bonuses. Perhaps there is a way which we'll find out soon, or in an update... And as for the credit, well, you gave me quite a few ideas, and you were the only person on the forum to give them ;) That link does look useful, quite a few ideas, that might be possible to incorporate. Thanks. Already got another mini-mod in mind, like this, just adds a small add
From the README. [quote]If you want the custom icons for the new Planetary Bonuses, and you have 1.07Gb of space on your hard drive spare, go to the Sins' directory (Default being C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire ) and copy the entire 'Textures' folder into the 'Extra Planetary Bonuses (by Uzii)' folder in your Mods directory. Now extract the 'Textures' folder from the .rar file you downloaded. There will be 2 files inside; BackdropFrontEnd.TGA and PlanetBonu
No no, thank YOU Spartan ;)
Thanks for the replies. If you can think of anything you'd like to see in a future update, feel free to share it. I can see your point Herman (or do you prefer Lord ;)), but some of the bonuses are more of a burden, as the screenshot shows, and if they are one of the nasty ones it effects a lot of things. Most of the good ones do only effect a couple of areas, but as you can see, a Diseased Planet is going to serious mess up all aspects of it's performance. Thanks again for the
Name: Extra Planetary Bonuses (by Uzii) v1.0 PoC: Uzii URL 1: Download URL 2: Download <f