[quote]Personally, I kind of doubt there is a limit of normal sound entries... because if there is, any serious modding effort which aims to do more than just tweak is going to feel the blow. And I can't imagine the dev team would not see something like that coming. Though they kind of missed on the whole "what if someone wants six frigates in the game?" issue...[/quote] Are you thinking of capitals? As for the sounds thing, I just added 20 entries to all of the sound
Aractain
If your wondering the ability is "AbilitySolarRegeneration" (in GameInfo refrence files).
Thye all seem to have the same abilty so I doubt thats true.
Yeah, what I meant by the comment just above here is that it would seem likely that adding 'lots' more sounds would be common for mobs, and since the game is definatly made to support mods you would have thought they would plan for this. I guess they were working too hard on getting the game ready to release, which is good. I hope they change it sooner rather than later though - nothing is more frustrating that not being able to do what you want to do in a mod because of a limit on
Indeed, how did I forget about that... lol You would think I would remeber such things as "BottomWindowOverlayPhase" which is why I thought the game had originaly planned to have diffrent interfaces but then scrapped the idea and just made everything refrence the same file.
[quote]mits that dissalow modders to have more type of ships (especially more fighters/bombers types per c[/quote] "-Maximum number of buildable capital ship types per race increased from 5 to 9." Strike craft arn't mentioned though, unfortunatly. Redesinging the UI it self to have more than 9 slots would be a 'large' job (lol) and I doubt that will happen ever, maybe in a sequel. 9 is enough for most things (And you can get around this by having other ways of spa
Very few games ever release content through patches, usualy they keep unreleased content that didn't make it into the game for the expack (sneaky devils! lol) so they can make it look more impressive. Im not sure what will be in the sins expansion other than a campaign of some sort... (All I really want it as many hard limits as possible removing and a really good trigger/event handling system).
It looks hardcoded, for example the loading screen where your diffrent race is displayed has no informatin about which char image to pick in the .window file.
[quote]Lying to the game about how many tracks are included will also mean that the game will ignore all the files you lied about The limit is hard at the moment unfortunately, but it's also shared with all the other sounds in the game, ie, if you removed one of the lines from the TEC light frigate, you could add in another music track.[/quote] Interesting, still don't understand why the limits arn't dynamic though.
I wish the devs opened up that limit in the patch like the capitals. Anyway nothing ever gets done in the Freespace universe without Alpha 1.
Can some one move all these annoying posts that have gone over the subject a few thousand times to a seperate thread please? It's worse than a Planetside thread about aircraft - on and on and on and on. This argument is really starting to get annoying in this thread. Clean up crew required!
I wanted to be able to a prototype a combined hanger/point defense tactical platform. I simply took the tech hanger, added weapon points from the guass platform .mesh and then copied and pasted the guass weapon to the end of the hanger file. What do you mean by trigger?
So what did you do with the shields that they need to be the same shield for every ship?
[quote]One such activity is Board Gaming. It is interactive, you can do it with other people (face to face), it requires real thinking, and there is an excellent resell value of the games in the future.There are a lot of people involved in board gaming.[/quote] Umm you realise this thread is about the 1.1 patch to Sins of a Solar Empire (The Computer Game)? I mean the impulse thing was derailment but telling us other activitys that are avalible is going to far!
Fenris rush!
Weapon points usualy arn't nessesary for prototyping, (at least on frigates). I added hanger points to the defense guns mesh and copied and pasted the hangers squad set up to the defene gun (and the defense guns stuff to the hanger). Nethier gave any errors or fire any weapons other than their standard ones. Put the data anywhere else in the file and it gives parsing errors. All this make me think they hard coded the hanger/defense moduels. I also tried a
I tried it but nothing happens - not even an error, is there anyway to actualy have a planetmodule that has both guns and hanger?
Im guessing the reason you can't name indavidual frigates is because they are ment to be fodder, while the caps are ment to be special.
[quote]Wrong. Standalone patches can end on third party/ mirrors sites. When it is the case, people that got it illegally can get them ...Wouldn't be hard to check which files changed, then Zip 'em up or Torrent 'em.[/quote] Which is why it seems so strange people are complnaing about it. I mean Alone in the Dark needs to install MalForce to do an online activation AND you have to have the DVD in the drive. Yet people are complnaing that what seems to be awesome patchs arn't made in thi
"I am not ready for a client based patching service like Impulse or Steam." I can't help but get the image of someone from the 80's refusing to give up thier washed out jeans and boom box. The future is passing you by, the idea of stand alone patches as a common, nessesary thing for PC games has been around for what - 10 years? Before those games I dind't even think about patching a game. Did you really think it wouldn't change?
I tried your files up there but like you I can't get it to autocast usefully for the way you want it. It simply autocasts it when its under attack or in combat (which is the two use times I was playing with). The shield amount refers to the 'target' and im not sure if that can be used on it's self. I did get the delays and cool down working well. BTW, Im pretty sure that shield event thing isn't open for the ability system. Not sure though.
Ill load up XSI and find it for you shall I? :P EDIT: I don't use XSI but the help file says (for those wondering) "Nulls Nulls are simply locations in space that cannot be modeled or rendered. However, they have many uses, such as for setting constraints and organizing objects in hierarchies. Nulls are sometimes called locators or point objects." It says objects, so I clicked on the 'objects button' and the button that looks like the image in the help file (3
.window files have two coordinates which it uses to cut out the pictures (in game). you need the HUDIcon-Research.brushes file (not the top ones, those are artifacts).
In XSI you add nulls/dummies and convert it to .mesh Alterantivly, you can edit it by hand in the text version of the .mesh file (fun!).
You can switch linked targeting on and off in the weapon settings (its called synchronisedtargeting or something). You can make more weapons via abilites but on cap ships thats pretty useless since they are already full.