FourAcesII

FourAcesII

Joined Member # 3130426
1 Posts 13 Replies 4,008 Reputation

One thing I noticed is that if you are going to use parts of this file as a template make sure that you convert the bold text to non-bold. Otherwise it will look normal yet it will crash when the effect is activated in the game. I suggest converting the whole block to bold and then back again just to be sure.

74 Replies 337,531 Views

I started on a Particle Guide two days before the news of the soon-to-be GUI. I have just finished it and you can get it here: [link="http://files.filefront.com/Particlesrtf/;10231598;/fileinfo.html"]Particle Guide.[/link] It is much too large to post regularly, so I have encoded it as an .rtf so that everyone can use it easily. Cheers!

74 Replies 337,531 Views

It is very easy. Release the text based version of the variable lists and file templates that you can pull directly from your design document. It would take all of ten minutes and much of our endless reverse engineering would end. You have to have these so please release them. Some of this was coded very logically and some, not so much. Figuring all these variables and files out is taking much too long. For example, where are Ability icons found? Why in the Buttons_Research_*.tga

69 Replies 62,863 Views

Come over to [link="http://www.stealthblade.net/7sins/forum/"]Home of 7 Sins[/link]. We are trying to fill in for the great Uzii, and keep it rolling. We have a few mods that we are working on that are all combined in 7 Sins, but we are trying to offer each separately as well. Now you know, and knowing is half of the battle. ;)

2 Replies 2,435 Views

I just found an older thread where the DEVs have been asked for this for some time with no response. [link="https://forums.sinsofasolarempire.com/176875/page/3"]More Requests[/link] Thanks CanadaMan for helping out, and thanks to Terraziel, Annatar11, and Bink Sayres for asking well before I started. I understand the reason to go back on the advertised release of the full tool suite (expansion), but to withhold the definitions and variable lists is not acceptable. Please rect

19 Replies 69,749 Views

It dies after Loading Cache. I have taken ownership, ran as administrator, and used compatibility modes back to win 98 with no success. Running Vista X64 with 4GB Ram and 4GB ReadyBoost. I will keep testing for you until you get it working. I am here every couple of days or here ([link="http://www.stealthblade.net/7sins/forum/"]7 Sins[/link]).

28 Replies 26,503 Views

Blair Fraser: Sins is very mod-able. Within two days of the launch of our first beta we had people adding new ships, changing weapon layouts, modifying galaxy settings and so on - without any help from us. [U]Closer to release we will be issuing our in-house tool suite which will make it even that much easier.[/U] Players can already add their own factions, design their own planets, solar systems, ships, technologies, weapons, special abilities, etc. We fully expect that complete conversion mods

19 Replies 69,749 Views

Once again, "Q. Does the Iron Engine support modding? A. Absolutely. Ironclad fully endorses the modding of its games for non-profit purposes. The Iron Engine is completely data-driven and is supported by the Forge Tool Suite. Modding instructions and the Forge Tool Suite will be provided." The game was sold on the promise of the ability to mod ANY part of it. We were even promised a full suite of tools to do it with. If you can figure out how to use the original shi

46 Replies 48,047 Views

"Stardock President and CEO Brad Wardell revealed that an expansion for the game is coming in the reasonably near future. While he couldn't nail down a date for the expansion pack's release, Mr. Wardell did mention that the expansion would include some much-requested features including a "full on campaign" mode as well as new playable factions." blog.wired.com/games/2008/04/sins-of-a-solar.html www.shacknews.com http://ve3d.ign.com/articles/news/37859/Sins-of-a-Solar-Empire-Expansi

19 Replies 69,749 Views

"Ironclad fully endorses the modding of its games for non-profit purposes. The Iron Engine is completely data-driven, has an embedded Lua Scripting Engine with console access, and is supported by the Forge Tool Suite. Modding instructions and the Forge Tool Suite will be provided." Unfortunately the promise of the full Forge Tool Suite, which they developed to create the game is being delayed again. Supposedly until patch 1.1 rolls out, but since they are working on an Expansion Pack i

19 Replies 69,749 Views

This is exactly why I am requesting that they live up to their advertising. I am completing some complex mods that require a host of files, and getting all the cascading variables correct is frustrating. When 7 Sins 1.3 comes out you will see what can be done, but it takes a long time to figure out if it works like it is worded, and then using trial and error to match modifiers. The worst is when you are using a file or group of called files that they made a mistake in. This can waste days d

19 Replies 69,749 Views

Modders, if you would like the following please just reply with short message (Yes, or Me too). Q. Does the Iron Engine support modding? A. Absolutely. Ironclad fully endorses the modding of its games for non-profit purposes. The Iron Engine is completely data-driven and is supported by the Forge Tool Suite. Modding instructions and the Forge Tool Suite

19 Replies 69,749 Views

Sovereign797, :CONGRAT: ! I had just started on listing the buffs when I decided to come here and check up on this thread. You saved me a lot of work and helped us all out greatly! The orbital cannon are the buff effects for the three races, so BuffPhaseOrbitalCannon creates creates a cannon shell to lob at the target planet. Buff Domination looks like it takes over the enemy target, so that their faction is now considered the same as the faction that used the buff. <b

74 Replies 337,531 Views

One that is not on the list is buffOverTimeActionType "Magnetize". If you try buffInstantActionType ApplyBuffToTargetsInRadius on ships and it fails to work type ApplyBuffToTargetsInRadiusWithTravel. It worked for me with no other changes at all to the code. :SURPRISED: TFL: BuffAdaptiveShield.entity, BuffPlanetShieldOnPlanet.entity. derbal: Q1:It is possible, but there are dozens of other research items already queued up. Q2:TTMoveTarget make the ship move

74 Replies 337,531 Views

Oh, the complete lack of what you mention and a lot more makes it very hard to mod this thing at all. There are certain variable that you can use in certain circumstance, and some that you cannot. The developers have been hording this information while we, the modders, have to try and figure it all out on our own. There is a thread called the "modifier list", it should be at the top of the first page and has the names of most of the various setting. It does not contain examples nor does it h

2 Replies 3,764 Views

Thanks for fixing #1! UEF Soldier They are having a massively hard time keeping all of this site running, and I have seen pages down for a day. The only other thing they are likely to do is throw up a "Under Construction" page and it is as useless. If they knew part of the system was going to crash then they would stop it, and they are not likely to admit that they cannot keep the website running. It is not very good for consumer confidence (bad PR). Now if they could on

6 Replies 15,186 Views

Since the ships can fly into things and not get damaged I would expect that the physics is the same, so yes. Ships would normally fly around a mesh since it is a physical boundary, but this does not always hold up, especially in combat. The pathfinding is fairly good, but the physics of their collisions still needs work. I have seen four frigates stop a battleship at full speed. Thanks for the great tutorial HammerSun!

16 Replies 18,115 Views

Well here's the fix for #5 since no one is interested in fixing these. When you try to load a page that come up as 404 look in the address bar and delete the "post.aspx" portion. Viola, you can now access the page so the search is at least a little more useful.

6 Replies 15,186 Views

Run perfmon (Start->Run->then type "perfmon" without the quotes) and watch your ram graph. If it is maxing out then you do not have enough and either have to get more or limit the size or number of items per map. Everything you add to a map is a series of variables that all eat up ram, so the more you have in a galaxy the less ram you have to spend (until it breaks your piggy bank). If your using Vista you could always slap in a USB stick for ReadyBoost. I use a 4 GB stick created for ReadyB

1,189 Replies 3,593,342 Views