well the templates are usualy straight forward, so using a capital ship template (wich shows all the possible things to put in a certian field) would be nice, as well as things like weapon types (have a list of all the weapon types, animations, textures, sounds) which would prevent endless hours of searching through files. also the ability to add your own meshes/effects to the program would be nice too. abilitys would be way too complicated at the moment i would think, but if you want to spen
StCobalt
orbitBodyType typeName "MagneticCloud" entityDefName "PlanetMagneticCloud" defaultTemplateName "" orbitBodyType typeName "Wormhole" entityDefName "PlanetWormhole" </
the sky is the limit mind you the info card can only show the status of a certian ammount. (ive had 20+ but it gets kinda lagy, its best to beef up the ammount of fighters in each squadrom compared to how many squadrons you got. this can be done in the "Squadron(race)combat.entity" or the "Squadron(race)bomber.entity"
i didnt really do any research on it (im being lazy :p) but how do you modify the color of the beams/effects? if anyone wants to point me in the direction of how to or explain it themselves, it would be apreciated.
you got an account? because they will proly delete it if you dont. either that or when you hit a certian ammount of banwith usage.
i do believe the neutral ships are in the GalaxyScenarioDef.galaxyScenarioDef, you would have to probly make a new planet type and have them just on that particular planet though. unless you wanted several planets guarded by capital ships. planetItemsTemplate templateName "Template:LocalMilitiaVeryWeak" subTemplates 0 groups 2
:p have fun :)
im trying to make a passive ability that will perminatly change the color/type of beam a weapon fires, not sure if it can be done and i can just bairly keep my eyes open, just thought id ask before i tinker with the idea some more tommorow, if it can be done, can someone post how you do it (copy and paste the files, i dont care about leangth, i want to learn how to do it :p)
well, it would take a lot of tinkering around, not sure if it can be done, but Here is a list of things you can use to create mods/abilities. you could try to tinker around with the "MakeDead" buffinstantactiontype and see what you c an come up with. if try to give you a more definate answer but i havent slept in around 16 hours and im kinda tired.
never mind, the problem is that 1.1 beta and 1.05 abilitys have diffrent layoutss so untill 1.1 beta reference data files are released aparently cant make proper abilities.
rename the GameInfo foldure to GameInfo, what makes it not work is the -Copy extenchion in its name.make sure the two edited files are in it (they need to be renamed back to what they originaly were tho, because the game will automaticaly look for the CAPITALSHIP_PHASECOLONY and CAPITALSHIP_PHASEBATTLESHIP. as far as other mods go, no one has actualy pmed me, im not sure what the others are doing, as far as teal goes, im helping him from time to time with questions.
er wrong topic~ removed.
can anyone tell me what is wrong with the folowing ability, i keep on getting the following errorand cant figure out what is wrong with it since every other passive ability has the same layout. File: C:\Documents and Settings\User\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Stratos Lunar\GameInfo\AbilityCrewResupply.entity Label: useCostType Line Number:28 Line Contents:isPassive TRUE TXT en
to use mods you need to make a mod foldure. to find the mod directory stary up sins, go to options, then mods, then click "show mod path". after you do this, make a foldure with your mods desired name, copy the reference datas "GameInfo" or your sins main cirectory "gameInfo" foldure into it, then place the modified files in that folder and go to the options/mods part when you start up sins, Enable your mod (it will list it), once enabled, click the option to launch the mod when the game star
the developer is a on the fly sins moder that alows you to make changes on the fly with ship/ability files. as previously stated, you need to open the "Reference Data" in the forge tools foldure with notepad (or a text program) and mod thoes files, there are several other post about how to install mods if you are still wondering also. (altho its in the forge tools as well)
i cant tell you off hand since it has been a LONG time since i moded this game (just getting back into it now) but ill post a section here after
the settings then user.settings file has a line in it to report what is wrong with what line of a edited file. hers the fines you need to look for LogOutput TRUE ShowErrors TRUE ZoomSensitivity 0.400000 SavedGameFileFormat 1 RecordedGameFileFormat 1 TiledScreenShotSize 5 this is the mottom 6 lines of the file.
well with the 1.1 beta you can have 9 captial ships so you could easily add in a smaller lesser starting captial ship.
you cant have ships already on ther map itself, you can only modify the GameInfo files to have certian planets or players to start with certian ships. mind you, these ships will be the same ship for the player no matter what race they play as.
well, your explanation is not that great but i think i get what you mean. first of all, download Forge Tools, it contains all the english files that you can modify. Second of all find the file called Gameplay.constants then modify the green part of the folowing (i highlighted all tect up to the end of what you want to find) TXT GameplayConstants pingTime 10 zoomDistanceLevel0ScalarForPlanets 1.5 &n
give me some time and ill download the new forge tools and create the ship but ill also explain it more in detail so you can help yourself later on. Battleship Colony as for the helping yourself part, d
dont quite get your point but im rather tired at the moment. what exactly are you asking? to watch other things? because as far as space exploration goes there are scouts. but ya, if i understand corectly your talking about either a cut scene type of deal or something? (personaly i wouldnt mind watching/placing the structured on your planets but that probabely wouldnt work with the engine.) same thing goes for if you meant controling a ship in first person or whatnot.
well ill say this, texturing is not something i can do, nor would have the pacients to learn to do. at any rate, as far as coding abilities and ships, this is my area of experties at the moment, altho im a little rusty i like trying to find unique ways around hardcoaded limits and tinkering with ideas as well as trying to make ships look nice. most of mo mods have been rather overpowered but i do it because im bored and i mean, come on, it just looks sweet with having large beams decimating a
download the reference data wich hasthem already in text format. there should be a thread with the latest data in it.
nice concept, if you guys had the models and textures i definatly wouldnt mind fooling around with them. coding after all, is the easiest part, and in my personal opinion, more fun than playing the game itself ;D anyhoo, if you need help and i got time i wouldnt mind helpin out if you ever do get this rolling. PM me if you need me :p