You could try putting write protection on the file.
-Norbert-
I tried that, but no change. I can still not open the files I couldn't open before. Okay, I'm pretty sure that mod.io is messing this up... somehow. If I try to open the texture file, from my appdata\local folder, the texture file in GIMP works and playing the mod works. If I manually download the mod from mod.io, the texture file opens in GIMP and the mod plays fine. But if I subscribe to the mod and try to open the texture file in users\public\mod.io in GIMP, I
I made a mod, for which I changed a texture, and saved it under a new name. If I run it as a local mod, everything's fine, but when I upload the mod to mod.io and then subscribe to it, the game gives me the following error messeage, about one of the two texture files I made: d3d11_file_texture::create_device_resources failed. path=[C:\Users\Public\mod.io\5762\mods\4271160\textures\PsiMediumlLaserBeam_Core_clr.dds] error=Ende der Datei (EOF) erreicht. &nb
[quote who="-Norbert-" reply="1" id="3940157"] Where can I find mods I subscribed to ingame, on my hard drive? They are not in appdata\local\sins2\mods. [/quote] I found the answer to my previous question: "C:\Users\Public\mod.io\5762" I don't know whether the number at the end is something local to my computer, or the "official" number of the game.
[quote who="Ryodude1-1" reply="2" id="3940160"] How do I change the compatibility version of my mod? As a test I changed the range_value for the trader_orbital_cannon_ability source file but when I try to load it says "mod compatibility version: 0". [/quote] I haven't found that out either, but you can use mods regardless of their version, or a lacking version definition by editing "C:\Users\ \AppData\Local\sins2\settings\settings.json"
Since this had be stumped for about an hour, I'll just post the answer, even though nobody asked the question yet. Any effect you want to use on a ship, needs to be listed in the ship's unit_skin file. So for example, if you want to switch the graphics of the Radiance's purple beams, to those of the Halcyon's blue ones, you'd need to add advent_carrier_capital_ship_beam_weapon_beam to it's unit_skin file, under "effect_alias_bindings": Oh and a little ti
Fiddling with the damage or penetration definitely shows up ingame, so at least I now know that my changes are read by the game. Too bad that beam-width doesn't seem to do anything at all either, like the three colour lines. And I finally had a breakthrough for my original attempt. Since this had be stumped for near enough an hour, I might as well share to safe other people the headache: If you want to use any effect on a unit, that wasn't made for that unit specifically (like
I tried to make a little, purely cosmetic mod, that was supposed to switch a weapon effect for another, but that didn't work. So I thought I'll build from the ground up and solely tried to change the colour and width of the advent capitalship beam.... but no matter what I try, it doesn't show up. Here's what I did. I edited the settings.json and set allow_not_compatible_mods to true In appdata\local\sins2\mods I created a folder with the modname. <
Is there an equivalent to the old manifest file, to which I can/have to add new files I make? Where can I find mods I subscribed to ingame, on my hard drive? They are not in appdata\local\sins2\mods.
Did the console stop working for anyone else since the last update (the one that brought Steam Workshop support)? It worked fine before, but since that patch I can't open the console anymore. I tried re-mapping the key to all kind of positions, but to no avail.
Then I must have pulled that file from the wrong folder without noticing... sorry about that. Though I recently noticed a tiny issue. Some ships have the EW bombers on slot 3 and others have the gunships on that slot, making it a bit inconvenient to build the small-craft you want when two such ships are grouped together.
Speaking of Pirates: Is it intentional that many of their cap-ship abilities don't cost any anti-matter?
Yes they have, though it seems the TEC Loyalist Titan has slipped through the cracks (must have been big cracks to fit a Titan through :P), since as far as I can tell from looking at the files, it kept it's original stats, while the other Titans got HP and damage boost of more than 20 % Though they did far more complicated balancing work than just slapping a fixed percentage onto every ship, mind you. For example the Battleships got a higher HP boost than supports and carriers.</p
It's texture only.
Sure, no problem. Regarding the beam, just modifying the tga unfortunately isn't enough, since the beam turns with the camera so to say. The beams would only come out directly of the barrels if viewed from above or below, but if you look at the turret from the side for example the barrels would be left and right, but the beams would originate from empty above and below the center of the turret. Edit: Oops... I messed up with the Advent pointdefense beam's timing a bit.
I put together a new iteration of the mini-mod which I made back in the days for the Entrenchment and Diplomacy versions of DS. It replaces all blob lasers with laserbeams, except for the TEC loyalist titan. Since it shoots double lasers, just replacing the projectile graphic with the beam results in a single beam coming out from between the two barrels and unfortunately I don't know how to create a double-beam graphic (if the engine even allows it). I also included my tea
Does the Rebellion version also work for someone who doesn't have the DLCs?
Someone said "only $5" and was happy about it being so cheap. Well... a game costs around $50. So you pay 10% the prize of a full game and get four new planet types and 5 Techs per race. Doesn't sound like that great a deal to me, even when you ignore that most of the content has been in various mods since at least the days of Entrenchment. I'm certainly not going to buy this DLC.
I like "The Plan", though I think it would fit better for the Diplomacy Tree.
Juding from the threads in this forum, it seems like you can only build one Titan at the shipyard, but you can spawn others via abilities.
I think it might be nice to keep the boomer all missile, but give the Colony missile/KEW combo, to give them some further difference. I absolutely agree on the missile-only basestars, though as I said the Raiders (especially the Heavy Raider with it's 4 "nose guns") in the show used mostly KEWs. As for the research, maybe the combat tree can be called "Vengeance". As I understand it, the Cylons began the 2nd war because they were still out for revenge agains
I was wondering about the (almost) total lack of projectile weapons on the Cylon side. In the show we see that the Raiders and Heavy Raiders primarily use projectiles with missiles only use sparingly as secondaries (most of the times those were Nukes used against bigger targets). Also the Cylon Colony was shooting mostly with KEWs, or however the Cylon equivalent is called. Were they all converted to missiles for balancing?
Locking up weapons untill the research requirement is met doesn't need Rebellion. I already did that in Diplomacy so I know for sure it works there too.
Not necessarily. You could lock up the G.O.D.s beam cannon and only unlock it once Minbari War Victory is finished researching, or implement a new technology that adds the beam to the G.O.D. You could call it "G.O.D. upgrade" or "G.O.D MK2" or somesuch. fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1
I'm not so sure the Death Cloud as a ship is such a great idea. If you can come up with some other ship, I'd much rather see the Shadow Titan featuring the level 6 ability to call in a Death Cloud that instantly depopulated a planet, turing it into a dead asteriod, like the Vasari's "Strip Planet".