TohKlidan

TohKlidan

Joined Member # 3438109
4 Posts 10 Replies 22,668 Reputation

Here are some tips about gravwells and planetsizes: There are 2 parameters in the planet and Star entites moveAreaRadius and hyperspaceExitRadius. The 3rd parameter is the BoundingRadius around the mesh you will find it in the mesh files. The meshes bounding radius (BoundingRadius) is the inner movement border. if you have no mesh in use (such as for nebulae etc.) then only the center point is the border

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So i am back again after our 5-days-easter-lan-party :D A lot of questions to answer... [quote]On your post it says your mod includes companion star. What are they?[/quote] The same as the original stars (all colors) plus the white pulsar. [quote]I'm trying to make a mini-mod to go with the map. Basicly i want to be able to make 40 to 50 Cap Ships per side. I tried changing the values in the proper research files. It just locks up

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If you just want to replace original logos by new ones than you can just edit the tga. But if yoi want to add new one without replacing you have to look into the window folder. There are files for each race called somewhat like "PlayerTheme" there is the refernce for the logos.

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No, stars and planet entities are very different. The only trick to overcome this problem is to make some kind of companion star, where you make an uncolonizable planet that looks like a star and has resources.

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More use of cultural influence. In the current gameplaye culture is a good option to stabilze your empires borders, but how about taking over a independet colony by culture? And if it is possible some kind of cultural victory like in civ. BTW i am not quite shure but is it possible to spread your culture from one system to another?? I think not, maybe this will also be a good addition as a new research. Also more diplomatic interaction between empires would be a good thing.

265 Replies 816,966 Views

[quote]And then, string not found ! Do you know what do i have wrong ?[/quote] have you increased the count of strings in the first line of your french.str file? This is the error i make if I add new lines ;) BTW if you are finished with the translation, can you send it to me? then i can package it with the next release :)

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Welcome to the 4th part of my making of maps series. CB Sirrius Odyssey This scenario map follows the Advent on their travel across the galaxy. After they left the Sol system their first stop is at the Sirrius system. <a href="http://www.mediafire.com/im

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[quote who="Moonchild333" reply="16" id="2127413"]will it be a construction ?(lol 100k credits, 1000k metals, 600k crystals) or another space object? and btw.... truth is truth.... ur mod is awesome!!!!!!![/quote] As I said in my blog, it will be a planet, that can be colonized. I think allowing them to construct around a star is impossible to mod, and also would take to much resources and time if you want it a bit realistic. So the sphere is an ancient construct, that exists when you

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[quote]As for my texturing, im going to make most of the moons. (Titania, Oberon, Mimas, Triton and more. I cant make mesh files so if you know how i can send you the textures when im done but you have to make the mesh files.[/quote] No problem. Except of Mimas most of the meshes you mentioned exists but have a default texture, and i have just to convert your jpgs back to dds and reference them in the meshfiles. [quote]I dont think the stars are different sizes. but i like it

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[quote]But there is a non-entrenchment version of the mod for sins 1.15/1.16 right? What I need to know is how to convert them.[/quote] Thats right I downgraded the 0.7 version of this mod for vanilla sins. I included into the subfolders of my mod a lot of "..._changes.txt" files, except for the entities. But the Excell sheet may a bit of help what I changed or included to them. I am not 100% shure how the changes from sins 1.05 to 1.12 changed the modding behavior, cause I st

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DarkCloud, runs your Galaxy Forge now again? [quote]Annyway, I cant open a dds file in paint. only a jpg. I renamed it but did'nt work.[/quote] if you use photoshop you will need to download this dds plugin: http://developer.nvidia.com/object/photoshop_dds_plugins.html As far as i know this works also with paintshop pro. But if you use Gimp i only know there is a way to

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[quote]Problem: Having issues getting it into galaxy forge. I followed the directions in the read me, but have not been able to get it to load.[/quote] If you unpacked the files you got a "icons_GalaxyForge" folder that contains the icons that are used in the Galaxy Forge Tool, these icons (only the icons not the folder) must be copied into the "icons" folder of Galaxy Forge. The next step is overwriting the "GalaxyScenarioDef.galaxyScenarioDef" file you will find it in:

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[quote]but the update installing process has been among the most arduous software installs of my life.[/quote] Hmm I just have to reinstall once, cause I played the beta, and there where a lot changes between the last beta and version 1.0, but the rest worked fine. I have more problems with Steam (most times a bad download speed when a new patch comes out).

9 Replies 26,055 Views

[quote]And is it possiple to open the planet textures in paint and alter them? I'm trying to make Ceres and Kharak(Wraith's Homeworld mod).[/quote] Yeah its possible i made mercury that way. as a base i used one of the non atmosphere textures from cybdevil and i added a new layer with a mercury image i found in the internet. The rest was a bit cosmetic work. You will only need a dds plugin (if you used Photoshop).Or Gimp can it open by default?! If you finished Ceres, can you

236 Replies 787,302 Views