you might be able to do it with antimater but it would be hard for a captical ship since you will need to have it as a upgrade ability. the ability/buff system can be used in several diffrent ways to work around hardcoaded material. it really comes down to fooling around with it enough to get what your looking for. keep in mond this would only "immitate" the effect, it wouldnt actualy be like having a 3rd value.
StCobalt
ok, just looked at the files for the gauss defence playform for tech. ya it is possible to add a shield but i dont think anyone has bothered with it, honestly it wouldnt make that much of a diffrence and i dont think there is a shield mesh for the particular playforms.
:) we were boath new to this at one point in time also, the best thing to do is just look at the files and see what the code does (its fairly basic and you will learn fast if you got the pacients, its just time consuming). theres a program that was released that alows you to make changes on the fly while playing the game, that will really help you also. at any rate, the best of luck moding and thanks :p
its relatively easy to mod the supply limits and there are already several mods that do so, only thing is it really shows your comp down because the ai will MAX it out, if it is near unlimited, the game might crash. on another note, there is capital ship only mods out there but the AI requires frigates to function properly so you will need to leave them in game.
ok, first of f here is how you make a mod, you got to have it Sins of a Solar Empire > Mods > {mod name} > GameInfo. also i sugest leaving the original foldures in the sins directory and using the reference data files for changes (wich you would have had to use for the specific changes you wanted anyhow. hope this helps.
it is really easy to do, honestly, it would only take around 30 seconds to do yourself. just got to download the mod reference data for the latest version, open the desolator capital ship reference data as well as the evacuators and then copy the last ability of each ship (it will be near the top) (called ability 4 if memory serves corectly) and then save and put it either in your default directory or copy the "GameInfo" foldure into a foldure for your mod (which is then placed in the mod fol
this really does not tell us much. did you have a mod turned on? did you have a corrupt update you patched? there is a program that comes with this game that tells you what is wrong when it crashes. you could also read the log file to see if any info is contained there.
for faction names you would need to modify the string file in either the mod folder, or the default folder (depending if your using a mod or not) and do a few changes. Of course i never used the galaxy forge tool so i don't know if its possible to do it via that.
interesting post. would be nice to see, would make map making a whole lot more interesting.
most people make their own maps. its not really that hard to do. but as far as i know, that is the only place to download maps.
oh? never bothered to look around for examples. meh, thanks tho.
as the title says, im trying to create an ability that works something like the PSI trade port, that is on until canceled. However i do believe that it uses a entity bool modifier to get the "on" part of the ability, so my question is, can you create an ability wich you c an turn on and off (for a capital ship mind you) at will. if so can someone post an example?
ya, the textures sure are nice ^^ the planets look stunning. Now that Uzi's mod died, (taken over by Danman, but still mainly used only in his cluster of mods) it will be nice. i just hope you stay solo with it, nothing against Dan but i prefer to make my own mods and i hate picking through other peoples work to find one specific thing. by the way, just to make it easier later on, if you modify the string file can you put the new info at the very top? its a very big file to search for changes in
dont forget that all ships have SHIELDS which may make it look like it is missing when it is not. also the lower the shield, aparently the lower the graphics for it (i mod this game more than i actually play it and its been a LONG time since i looked at the default game, that and i haven't bothered with this mod in particular)
well that or replace them depending on the ship to add a little strategic variety ^^
i do believe someone is playing around with the star trek idea, but Lost in space was not a extremely popular movie that i remember (although it was pretty good, it only had like 3 actual ships and a few fighters, never looked into books for it tho, if there are any)
its the effort that counts ^^ it least your trying to help :p
not a problem. i tested it 2ce and both times it worked in both normal and in the dev tools. there are no errors what so ever that popped up. at any rate, hope it works out well for you. if it does not work ill need you to enable the debugging info and post it here on this thread.
[quote]>From: thetraviler/ post "outposts, I think we should have'em">> strategyFirst, i thought somewhere in those 700+ posts on the star trek thread was talk of making out posts and starbases both options to build around planets. An out post would have some combination of maybe a research station and a fighter bay with 1 squad or maybe a trad post instead of a civ research. It would take both some logistics and tactical slots and would be able to defend its immediate area with its weapons. A s
the buff for the Phase node has to be channeled or it wont give the local planet the "phase stabilizer node". i remade my own phase ability and renamed it hyperspace (making it 4 times faster than normal phase) so i messed it up a bit.
ok, i found out why it wouldn't work and why i didn't notice it. i got a working version now. ill upload shortly. EDIT: ok i gave this one more try, it SHOULD work, it worked flawless when i fully tested it. [link="http://files.filefront.com/No+Milita+Modrar/;11030157;/fileinfo.html"]WWW Link[/link] just make sure you add it into your default mods folder and enable the mod. sorry bout earlier tho. im a tad bit tired and totally butchered part of the file lol... that's
you making it from screen shots?
sorry i couldn't be of any more help, tried everything i can think of.
k. well either way, when i run it in the dev tool that comes with the mod tools there is no problems. only thing i cant figure out is how to completly and utterly eliminate the militants but i think it might have something to do with the map as well. Just looked at a map in notepad and i do believe i may have found out the reason why i cant get rid of the pesky militia (the file i posted tried to eliminate them from the game, not the map, that could be what the problem is, going to try something
oh? that's funny. didn't give me any problems what so ever with the dev tool. ran it again, and no problems that i can see what so ever. what version of sins you running? and be more specific on where it crashed. meh, just tried it again, does not seem to do quite what i wanted it to, oh well. like i said, i didn't bother editing this file before.