Kyro, how close is the GForge team to making GSDef templates visible and Scenario Template Creation not a total, mind-numbingly difficult process? GF1.1 has a couple of good features, but not enough to make me use it as the primary map creator. I really like being able to see GSDef templates and the STemplates I add via notepad.
HouseRalan
If you add a colony ship, it may or may not colonize... the AI is a bit stupid.
he necro'd it, but here are some images for him to drool over. http://gallery.filefront.com/SamazRalan/ They can check HERE for more information
You can get away with Titan being 3x as large as a BS for SINS purposes, a MOM being 2.5x as large as a BS, Carrier/Dread 2x BS size, then BC 2/3 of a BS, cruiser 1/3 of a BS and frigates 1/8 of a BS. You really don't want -and we in 7DS found this out- something like the Eclipse StarDestroyer phase jumping into a grav-well, hitting a planet and crashing the game. With massive ships also comes movement issues and some really strange looking stacking. <a href="http://
http://home.comcast.net/~samazralan/7DS_Templates.jpg I've got 4 additional "Start" templates for 7DS. MediumStart, HeavyStart, HeavyAugmentedStart and MixedFleetStart... not to mention tons of other templates in the 7DS GSDef for maximum mapping carnage... Nice to see some of my ideas being put to use though, maybe more will come through.&n
press K
http://home.comcast.net/~samazralan/7DS_Systems_Of_War_ULTRA_113.zip runs in SINS 1.12, buddy loaded up and played the map for a bit.
harpo, did you download and test http://home.comcast.net/~samazralan/7DS_Systems_Of_War_ULTRA_113.zip or http://home.comcast.net/~samazralan/7DS_SOW_ULTRA.zip ? SOW ULTRA is for 1.05 for certain and the other I loaded into GF1.1 and saved. Please test both for me and post in my threads.
https://forums.sinsofasolarempire.com/339832 includes a link to my post given by Harpo99999 and a map you can play in SINS that has the features described. View the map in notepad to see how the scenario templates are added. Harpo, do you have SINS 1.13; does "7DS Systems of War" play? I only have SINS 1.05 for 7DS 2.0 Final testing/modding. Check the above link, I've included a link to a version of the map made compatible for SINS 1.13.
well, maybe when the ship gets Ability A L1 a new module appears and when L3 the module is more advanced looking. Not sure if this can be done, but would be really cool if done properly. KOL with Gauss Cannon 3 -tribarrel side cannon of pwnage. Marza with additional missile systems for the missile barrage... yeah, mucho cool.
[quote who="Kitkun" reply="18" id="2066736"]Interesting little tidbits in the modding section of the Entrenchment Beta 3 changelog, though whether they will make it into vanilla Sins is anyone's guess at the moment. -Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress). -New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (P
[quote who="JohnRLRF" reply="9" id="2063395"]Hey DANMAN, could you or one of your teammates please post a smaple of the picture sets used for the new races [/quote] Check images of ships here: http://gallery.filefront.com/SamazRalan/ videos here: http://hosted.fi
the rebellion info is tied to "Insugency" or whatever the name of the TEC research subject is. https://forums.sinsofasolarempire.com/339832 ; the same link Harpo put here is in that thread.
[e digicons]:moo:[/e] it's the milk I blow out of my nose from watching
https://forums.sinsofasolarempire.com/339832 check that too
Of course for multi-map story progression, the enemy forces present would get stronger and strong. Maybe your entire force for Map 2 isn't available, but only a 2 capitals, 2-3 cruiser wings and 4-6 frigate wings (no colony vessel) going against 2-3 heavy colonies and some AI player who may or may not be easily crushed so you can continue playing the game and take out the heavy colonies... A whole set of maps can be made this way with short descriptions (not inserted into the English.st
Is this coming to 7 Deadly Sins??? I so want this for my Freelancer Map (301 planets, 1 star). Please[e digicons]:hugme:[/e] Please[e digicons]:inlove:[/e] Please[e digicons]:rofl:[/e] Please[e digicons]:beer:[/e] Please
Selecting which model/texture shows up... would be nice, but do you really want to spend that much time micro-managing during map creation? -same applies to planet size, belt details, asteroids... Worlds that orbit... Do you really want to blow up your computer with all the calculation required to maintain structure and fleet position, not to mention phase jumps, cannons, and things like rebels and pirate raids? Easily added Independent Colonies... Wait for 7 Deadly Sins
GalaxyForge 1.05 (FILEFRONT HOSTED) (for 1.05 or general mapping without wanting to shoot yourself in the face with a Bowel Disruptor set to Burning Anal Geyser) This is the original file from Star/Clad with the original GalaxyScenarioDef file (GSDef).
https://forums.sinsofasolarempire.com/306277/page/109/#2053548 please reply in the 7 Deadly Sins thread. Also, you need 7zip to extract all the folders to the mods folder wherever it is in vista. 7 Deadly Sins is compatible with SINS 1.05, not SINS 1.13
[quote who="harpo99999" reply="17" id="2061461"] https://forums.sinsofasolarempire.com/339832 this post has some very useful info, but the major differences from 1.0 to 1.1 galforge are 1 can change phase lanes to wormhole paths for between wormhole gravity wells 2 sins 1.1+ compatibility ie the second line in the map is "versionNumber 2" in 1.0 it was "versionNumber 1" if you want to create maps to work with particular mods like mad scientist,
Shadow, look into the scenario template one here https://forums.sinsofasolarempire.com/339832 . I figure you'll need a whole lot of scenario templates added to your maps, so enjoy the info. You can play 7DS System of War Ultra to see how the scenario templates look in-game and having played the map for 5 hours loads of fun. You might need to change the ver number from 1 to 2 to play in SINS 1.13 or whatever SINS is running at (I'm a 7DS 2.0 guy so
be sure to DL the map after you see this post, I've been playing the map for 4 hours and damn it's a kick in the pants. Be sure to go against those heavy colonies with a good fleet -my start fleet got eaten alive by them -lolz. Let me know if there are problems with it in Sins 1.13 (maybe go in with notepad and change ver from 1 to 2)
I probably knew some of it, but wasn't able to reply due to time constraints and how the forums tend to bury topics pretty quickly. Also, I'm not one to use scenario templates much so I'm wasn't very familiar with them. I posted some information in the Galaxy Forge Guide thread that is stickied. Feel free to dig up your post and repost it here and I'll throw you some more information. Reread the "Always Colonizing Militias" section, I added an AdventCommune and Vasar
I always found the entire notion of all ships in the field suddenly upgrading without returning to a frigate factory or capitalship factory -or a repair platform- a pretty lame thing in SINS. Why, O Why didn't Star/Clad introduce a feature to the research by which ships become heavier and less manueverable with more armor research, more expensive due to weapon upgrades and shield research? Hee Hee, 7 Deadly Sins has. Good luck on the ship aging and needing repairs issue, I