anyone know if 1.05 mods will work in 1.1??
EviliroN
I've imported tons of others mods into my own. But I don't even distribute. I'm basically making a 7 deadly sins for myself with whatever I want for me to use. I understand the work people put into them but as I am not sharing with anyone the only credit given would be for me to see, right? Plus it was a hypothetical. I greatly appreciate your work and your input. Thank you
Maybe, you would probably put it into one of these two slots... [quote]possibleRandomPlanetBonusesCount 7 bonus "PlanetBonusHugeGlaciers" bonus "PlanetBonusSurplusFoodstuffs" bonus "PlanetBonusMedicinalPlants" bonus "PlanetBonusLowGravity" bonus "PlanetBonusHighGravity" bonus "PlanetBonusSpiceTrade" bonus "PlanetBonusStrictSecurity" ambienceSoundID "EFFECT_PLANETAMBIENCE_LOOP" renderAsVolcanic FALSE ShieldMeshName "Shield_PlanetSmall"<
Oh yeah Photoshop is great. But I am all about having as much free software as I can get :)
No. You know how the Jump Inhibitor structures have a radius? This eliminates them and makes it a "buff" that as soon as ships enter is placed on the entire grav well instead of only being in the radius. Thus, it is effective for things like stars and wormholes that cannot have a radius applied to them, as far as I know. Which is exactly what I intended.
my mod sorry :) so is that a time dependent buff maybe based on this setting? BuffCannonShellPsi.entity [quote]finishCondition finishConditionType "TimeElapsed" time Level:0 200.000000 Level:1 0.000000 Level:2 0.000000[/quote]
Here's a question concerning Psi: In [quote]BuffCannonShellPsiOnShips.entity[/quote] I see for the damage: [quote] entityModifier buffEntityModifierType "DamageAsDamageDealer" value Level:0 0.250000 Level:1 0.00000 Level:2 0.00000[/quote] is this a D
how about a little Karma for beating you to the punch? [e digicons]O:)[/e]
Ok and since we all figured it out so fast... lol I figure I will let everyone else know: Shell speeds and camera shake are contained here: [quote]CannonShellPhase.entity CannonShellPsi.entity CannonShellTech.entity[/quote] Cost, Armor, Anti-Matter, Hull restore, etc... are contained here: [quote]PLANETMODULE_PHASEORBITALCANNON.entity PLANETMODULE_PSIORBITALCANNON.entity PLANET
Is it in the "BuffCannonShell/////.entity" ?? Sorry if I'm an idiot [e digicons]X([/e]
OK I figured out the easiest way, I believe: [quote]ability:0 "AbilitySolarRegeneration" ability:1 "AbilityHyperspaceDisruption" ability:2 "" ability:3 ""[/quote] Is what is placed in the Star entity file... then create "AbilityHyperspaceDisruption.entity": [quote]TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffHyperspaceDisruptionSpawner" effe
Who knows where the files are for the Orbital Cannon effects. Not the ability, buff, or planetmodule files, but the ones when the cannon shell actually hits a planet and then applies its new buff... i.e. when Vasari shell hits a planet it causes some damage, temporarily "stuns" everythign etc...
not true... I used this prog to convert dds to tga http://eliteforce2.filefront.com/file/DDS_Converter;29412 it even gives you a preview and I use Gimp
again Annatar, thanks
[quote]Actually, its a lingual issue -- the English language really doesn't have all the words it needs (I did not just say that!) at times.[/quote] WOAH! English is the biggest language with over 800,000 words! Just because you may not know them doesn't mean it doesn't have them. Compare it to French, with about 80,000 operable words. Sorry Frenchies And it's technically not a "lingual issue" it's a semantics issu
actually I have a different idea... what are the basic file I would need to IMPORT another capship from another mod into a mod I am compiling? this is just for me, I am not distributing or whatever, just wondering. it would take out all that modding crap that has frustrated me in 4hrs work time now, lol! example: if I DL Sacrifice of Angels mod, I want to import just the Starfleet captial ship, where and what files will I need to move and
hey no problem
note edit above, plz, thanks
damn, annatar, did you make sins? one question, the mod tutorial is for the old ModTools, it has sections like: "With the mesh selected, under the “Get” section of the Model/ Animate/Render/Simulate Toolbar on the leftmost part of the program window, go Property > Texture Projection," and: "Go Select > Select n-sided pol
As I thought I've read, the new 1.1 will contain slots for 4 more capital ships? I want to start creating my own, I have the 3d XSI software for it, this thread is rather concerning all the other details. - How do I place weapon points... (if this is in the mod help tutorials, I'm sorry just tell me it's there) - What about the Icons that are shown when you zoom far out on the Sins map? - I want to make each new ship have an amalgam
does this convert XSI to .mesh? as my problem is ConvertXSI.exe only flashes on the screen and nothing happens.
eriously? Noam Chomsky? Weak sauce. I am all for consumption tax, it makes too much sense. And Obama wants to cut taxes on the bottom 50%???? F.Y.I. I spent most of my life in that bottom 50%... </p
I am trying not to take sides here, because I tend to rip one side apart when I do, or play devil's advocate but let's talk about taxes, bipartisan: If Stardock/Ironclad made this game with the current taxes in place and were able to sell it digitally for $20 US; does it or does it not make sense that if taxes were raised on them, to say, the tune of net result, $5 US per digital copy, that they would raise the price to the consumer, passing along the "tax" increase, or
is XSI mod tool 6 fiarly straightforward to use or am I going to have to do a lot of research to figure it out? thanks.
what software doI use?