[quote]open it in a text editor, you can use notepad personally I recommend a product called EditPad Lite.[/quote] Dont forget that you cant just open .entity files in a default game directory, they have to be the same version files that come with the MOD tools. otherwise it will be in binary (sp?). hope that helps.
StCobalt
the .entity files in which you can edit are packed in with the mod tools, all you do is edit then and then put them in the right directory. so... in essence, you were just trying to edit the wrong files. if you look around the mod tool package you should find editable files which work in note pad.
[quote]Unfortunately this is sort of a learning experience for me, so it's taking a bit longer to whip out a completed avatar than I'd hope. But I'm sure that once I get down the methods involved, I'll be able to pump out more race portraits quickly. It also doesn't help that I'm pretty picky and self-critical of my own stuff[/quote] With pictures like that i don't know why you would be. Sweet pics by the way.
not when you expect so much from a simple player made campagain, its PLAYER made, not a company that has a few grand lying around to do something like this. All you really need is the ability to script in events and have someone who knows how to use the movie mode fairly well along with a good artist for still pictures if your going to do like they did in the opening. As for voice acting, it is not the hardest thing to do if you know how to edit audio as well as has someone with the "sound" or s
[quote]I wouldn't attempt to add super-caps to the existing factions. I would use them as the base for a new faction that relied less on control of planets - I would build on the classic Mothership theme, so the super-cap would be capable of building frigates and cruisers. A mobile capship factory would be too much though, so I'd look at some mechanism where the supercap had to anchor in order to produce capships.Like the super-faction that's tailing the vasari? I like the idea of a super-capit
[quote]No, I think you may have mis-interpreted. The file list I have given, is files I have changed. The new files which still must be put in are not listed as when merging them they will not replace or be replaced. I can right a list like the above with all new and edited files, but the list would be long (as above ) and the chance of missing a file is high (as above ). The way I would merge mods would probably be to start with my mod as a base, then add another mod to mine (replace everythin
Never really heard of it or it least in enough detail to get me interested in it. the Warlock class is a nice looking ship, dont fussy the others tho.
Well as for this topic i created a super carrier out of bordum for Vasari, just about to text it there now. the only thing i want to really do and cant is get a larger, extremely unique cap ship to use. i might look some up, i already got an idea for the TEC battleship, its just getting its model, as for vasari and advent, im not quite sure yet, might look up a few ships later on today or tomorrow for ideas on what i think would suit them.
[quote]Yar, please just search for my mod and post there, keeps the thread number down.Until I can get my hands on 1.03's text versions of the binary files, I can't update The Mars Effect to work with it. 1.5 works fine with Sins 1.02 with the fix on page 5 of my release thread, but like I said, can't do anything yet for 1.03.[/quote] I believe there posted in the mod section already, it least the ones i have been using seem to work in 1.03 without any problems.
alright, always wondered what command points were used for, anyhow, thanks ^.~ Another question now is can you make bomber strike craft able to bomb a planet (when i tried to do this part, it froze my comp when the mod tried to load).
thanks. :CONGRAT:
https://forums.sinsofasolarempire.com/304068 is the 1.03 files, its on a stickey on the mod directory page if you didn't find it already (assuming those are the files your talking about)
one thing im going to ask first, are you using a mod? because one of the mods has a known bug for this.
as the title sugest, i was wondering where/what .entity file held the ammount of stike craft a capital ship/building could hold (and as for a capital ship, where the ammount per level was). if someone would kindly point me in the right direction/paste the section with the file name it would be appreciated much :3 Thanks ahead of time StCobalt
hope it works for ya, good luck :CONGRAT:
personally i hate playing against other players for games like this, i enjoy building an economy and exploring over worrying about getting my but kicked in the first 30 min, i like to defend rather than attack, this is my preferred play stile, you do have a valid point tho, the cap ships now are like, that is suppose to be scary (laughter). I was looking for something that would make a battle between 2-3 ships last for 30-40 min sort of thing while still keeping true to each races tactics/weapon
In the mod directory of the forum. mods usually have MOD in its name somewhere so its not hard to see. theres also a sticky post in that section with the list of mods.
well, we all got our own opinions, you COULD modify the existing ships but IMO id prefer something that is going to be considered a super weapon more or less just mobile. and they don't really exist the way i describe it, although it comes down to if you play online where games tend to take place in early game, or if you play single player where they usually do not (i like to draw out games). keep in mind everyone has an opinion on what they think is cool or not, this is something i wouldn't min
- How many crews would one use??? I would have it roughly 4-6 crew's because it would cut down on normal capital ship use. - What would the build limit be??? The build limit would be one or if you cant set a specific limit, just have it a high costing ship so people cant AFFORD to have multiple. (Limited by capship crews or set number?) - How accessible would one be??? id have it a T8 research item, also id have the ship require max levels of
there were apparently a nice few files changed so most mods need to be updated with the new files. Due to this a nice few problems have been occurring with mods built for 1.02 and not updated for 1.03, distant stars and the mars effect both don't work with 1.03 as of yet.
did you try making a new map and making sure it has the same version number (1 for 1.03) if that fails, you could try reinstalling but i doubt that is the problem. It would seem that allot of people have problems with maps in 1.03, so far the main causes i have ran across is mods and the map version number. i reinstalled my game personally and i don't seem to have any problems now with the maps, custom or otherwise (although i always edit my custom maps to play with mods) you could also try re d
IMO the Marza would look better with a longer back section to it.
just a little checklist off of the top of my head 1) both using the same version 2) both using the same mod with NO other mods/modified files 3) Both didn't touch the default game directory (i know with me i use a modified sound + partial directory so i don't have to add it to every mod i play) 4) in the user.settings you got the MaxParticleCount 16000 MaxAsteroidCount 16000 MaxDustCloudParticleCount 8000 the same (those values are modified from the original)<br/
you got any mods runing? outdated mods (not updated for specific use with V1.03) will cause crashes when you try to play them.
i was more or less thinking of getting like 4 different bonuses on 1 planet instead of getting a bonus on every planet, and come to think of it, i haven't really used gas giants so ima probably make a map with a few to see what shows up.