dam man, glad i came across this thread. 7DS is a bit too big for me, but i have to say, this mod sounds nice. i will be playing it after (by the way, im using the assassin in a personal mod that im making, it wont be released to the public)
StCobalt
its impossible to have a cap ship only battle with AI just so you know. and make sure if you use this online that you remove the factory from the player .entity so it does not look for it. also dont forget to change the line counts when you add/remove stuf from the player .entity. also on another note, the forge tools were only 1.05 last time i checked, the newest version of the game is 1.09 (or 1.1 beta). the two are not compatable.
lol.... anyhow, its impiossible at the moment because IC hardcoaded it in to just 4. pitty really. you can hope in the expanchion there is more.
just remember to use the reference (game) files that come with the mod package and not thoes in the original sins foldure.
hardcoaded level limit is 10. this wont change unless IC/SD change it in the expanchion. however, you can make it so that you dont reak the direct benifits of the abilitys untill the upper levels of the cap and making them significantly better since they would have earned it if they survived long enough.
you can also add more fighters to each squadron instead of adding my squadrons to each ship by modifying the squad Cobat.entity or the squad Bomber.entity
just some advice, for a mod, you should have a few screens showing some of the changes you made (abilitys or whatnot)
and the debate continues. i personaly hate copyright protection because it is literly useless, and really, does not do much, besides increase the price of games (im sure part of the price would be clued in given that they have to keep on coming up with new creative ideas) or decrease how much money thay have to spend on actualy making the game better. in my honest opinions, as time goes on the quality of games and the ammount of thought put behind them is less and less, but thats me. worse co
does it play in boath ears outside of the game?
lol i have no clue about modeling. best to ask thoes listed in that tutorial.
Here for all you need to know about making/importing ships into the game. cant help wit the second part tho.
i have to say, it is quite an interesting effect. must be nice to be good with photoshop :p
ya you can. moding is all round friendly, in reality, if you got the time, you could merge all existing mods, scam other peoples mods and add it into your own, etc, etc. not saying that its advised unless you are given permission tho.
[quote who="EmperorThrawn" reply="6" id="1923582"] Thank you for the offer StCobalt and the info I greatly appreciate it. But for now am going to try to get it my self, as the say you learn more from failure than success Stephen [/quote] supose so. i toaught myself how to mod most things, trial and error is the best way to learn in my opinion, well i wish you good luck with your mod. if you got any questions, dont
lol. well if its a cap the coading part is generaly a LOT easier. yes modeling and texturing is hard, thats why i and several other moders dont bother with it. as far as abilitys go, making defence items buildable therough ships is easy, folow the combat turet for the tec carrier and the seige platform for the vasari bombing cap (forget its name). if your really havign a hard time with it, just drop a PM to me about what you specificaly want for the ability and ill see what i can do,
lol. it depends on what ship you use really. i used the javilin lrm for it. and you would open up the frigate .entity file and put the ability in near the bottom, in the ability0 to ability3 secion.
here is an example of a working "single use ship ability" for a frigate. Here
in case you wanted the link to a few tutorials i made so far its here
lol their a rare breed now days. not many people do it, and the ones who do usualy are already in 1 or several projects. fastest way to get one is to learn yourself which i dont got the pacients for.
well, just PM me, im still learning things about particle forge however, weapons seem to be relativly easy to modify/create as far as particle forge goes.
lol. if i could actually get a good modeler/texturer id be making my own mod that puts my own twish on how the carriers should have been made.
never mind. after some searching i found out that its a frekin text file >.> surprise surprise,not going to attempt to make sence out of it tho.
was just wondering that the files in the PipelineEffect folder do. Also, depending on the answer, whats a program that can open/edit them (unless its really something that should be left alone)
lol we all were at one time. i started around the same time as annatar11 (if memory serves corectly, the few main modders back then were annatar11, Uzii, and i think there was 1-2 more, and i just made my own little mods that i toyed with like i am now. best way to learn is to dive right in. also you learn alot from browsing the forums. ive also made a little tutorial post that seems to not have been really recognized. pitty these forums dont render properly in firefox 3, they have a limit to
try managing 100 squads on a single carier. come on, i dare you. my point is, there simply is not enough room in the carriers info card for all the squads so it will "tear" the card