Hi Major Stress, and all involved in creating this mod, It has recently come to my notice that you may be able to remove a lot of the entries in the brush files, and in some cases remove some file's altogether. In a lot of the entity files that have a MainViewIcon - Ships, Structures, Planets etc., the entry refers them to a MainViewIcon brush. Which in many cases is exactly the same referral as the HUDIcon. So simply by putting the HUDIcon or HUDICON_SMALL brush reference in the main
SZ0
[quote]I've just discovered that the envoy entity files use the HUDICONSMALL_FRIGATE reference for the Mainview icon, which is located in the HUDIcon-Ship brush file. I suppose they decided there was no need for the Mainview brush since it's pointing to exactly the same bit of texture as the small HUD icon. It makes complete sense, to be honest. Why have an entirely different brush file when each texture quadrant is specifically referenced under another name in another file? It
I have just put in a link for a patch that has fixed many of the faults that have been found, and improves some of the textures. Change Log; - Fixed starbase constructors, anti module frigates & Vasari Mine layer MainViewIcons. - Fixed typo on Deploy Antimodule turret. - Telekinetic Push Plus re-named and buffed to show push effect on frigates better. Also fixed Auto cast so it only fires in battle, range reduced Level:1 from 5200 to 4600, Level:2 from 6200 to 5000.
Actually what I did was aiUseTime "OnlyInCombat" aiUseTargetCondition "ProxySensor" But I'll give that a go. That might be better. Thanks for the tip.
[quote]For SP, the improved AI is worth it.[/quote] Absolutely agree. [quote]I agree that diplomacy is great. For a new mod, would it not be easier to make a mod for Diplomacy and downgrade for Entrenchment?[/quote] Depends, if your mod uses the diplomacy research trees the reverse is true. Where as if your mod is made for entrenchment it won't affect the diplomacy research side of things upgrading it. Other than that, I would think that it would be the same amount of
[quote]Just wanted to say that i LOVE it. the new ships are very well designed to keep with their racial themes. Also wanted to say that the Telekinetic Push Plus ability, when on autocast, is being constantly cast regardless of enemies in the area or not. It was a huge waste of my AM early on.[/quote] Yes I have fixed this for the next update. I have also tweaked it a little so that its push back effect is more noticeable on the frigates. I am glad you like it. [qu
Yes, that file is there, its just the MainViewIcon-Ship Brush file that isn't. Which was the problem. Is there a MainViewIcon-Ship brush file is in your Diplomacy Window folder? There isn't in mine, not even in the installation folder.
[quote]the button for building the tec ship dosent really match the others, a fix for that would be nice, but not too important, also the beams look weird, it would be nice if they matched the sb and kol[/quote] I made them green to differentiate the from the Kol and SB. It would be very easy to give the Kosovza's beams the same as them. If a lot of people don't like the green I'll change it. You can change them yourself if you like. All you need to do is change the beamGlowTextureNam
[quote]Zero0, you really should be modifying the Diplomacy brush file considering this is a mod for Diplomacy.[/quote] Yes. I do that normally, however Diplomacy does not have a MianViewIcon-Ship File, not even in the install. It is 1 other thing that puzzles me, as to how the game puts in the Icons for the Envoys when no brushes exist for them. I guess they must be hardcoded in. I should have used the the entrenchment file though, that was a boo boo. [quote]Maybe change telek
Yep!, found them. Thanks for pointing those out. The constructor icon is fixed for the next update. Incidentally the Psi's was missing also, along with the anti module frigates and the Vasari mine layer's. I must have used the brush file out of Original instead of Entrenchment. As for the Tech carrier, (it is on mine), showing on the SB weapon button when its pressed, that's a bit puzzling. The brush locations are all good. It's like the frigate factory's cruisers button is bleeding t
Ok! I have it working also. Just by editing the entity manifest as you instructed. There is a few things without strings, so I guess the same thing is needed there. I can see now that it won't be possible to make a compatible version without using the entity manifest & string file details from your mod, so I'll just make a version for myself. Cheer's and best of luck with your mod.
OK! thanks, I'll give it a shot. [quote]the only thing I ask is that you and any others that make these changes to keep these changes as your private collection please[/quote] Absolutely! I have no intentions of using or changing any part of your mod. I only wish to make mine compatible, so people who, like me, love their Distant Stars have that option. If I have to make an additional compatible version of my mod, I'll do that. I certainly don't expect you guy's to chang
[quote]the vasary cruiser needs to be black not silver...[/quote] Dually noted. I had originally made it darker. The color's where taken from the original sins Phase textures. I thought it was perhaps a bit too dark, especially in the really dark skybox's. Here's how I had it; How it is now, it has
Check out the "Exhaust_Tech(or Phase, Psi)Battleship" files in the "Particle" folder. Sorry I forgot to mention these files are only in the Sins Original "Particle" folder, but you can copy them out of that and put them in your mod's Particle folder for Entrenchment. In those files, all you need to do is increase the ParticleWidth & ParticleHieght values. Entrenchment & Diplomacy for that matter, refer to the exhaust effects in the original Sins Particle Folder (mostly).
[quote]Quoting SuperZERO0, reply 5 Thanks for checking that out for us. I'll add it to the known issues. It is a pity that it doesn't work with those mods. As yet I don't know why. My guess is that there is a clash with the research trees. actually no, more likely an entity file issue, one thing we found when developing minimods for DS was that they had to have similar entity files in order to work together as far as the tech trees causing issues that would act
[quote]the advent cruiser looks like the prometheus class from ST voy[/quote] Yeah! I remember that. It was the one the doctor transported to and could break into 3 parts. I didn't really model it off of that,(perhaps I did sub consciously , I don't know) I just made the design up. The aim was to try and make it look like an Advent ship mostly.
Well I don't know about particleforge, but you can increase the size of the exhaust effects by accessing the appropriate effect file in the Particle folder and changing the values for ParticleWidth & ParticleHieght lines. Oops, I forgot to mention that the exhaust effect file's you most likely need are in the Original Sins Particle folder. You can copy any relevant file's you need out of it and paste them into the Particle folder of your mod. Just make a new folder if you don't ha
Thanks for checking that out for us. I'll add it to the known issues. It is a pity that it doesn't work with those mods. As yet I don't know why. My guess is that there is a clash with the research trees. I am currently looking into the possibility of getting permission & integrating Sins Plus into the mod, and also eventually another 3 capitals for the other alliance combination's. Please excuse my ignorance, is there a release of you fleet supply mod?
AlexKon I sent a reply to the PM. you sent. Should be in your PM.
Well actually no, it doesn't knock them as far as fighters, but it does knock them. It also additionally disables their passive regeneration.
ALLIANCE , HIDDEN AGENDA’S A small, simple mod designed for “Diplomacy” expansion. The mod adds 3 new capital ships to the game that are accessed through diplomatic research, 1 for each race. Each ship has 2 new abilities. The aim of the mod is to just add to Sins a little without taking away the Sins aspects that make it a great game. CapitalShips added; <img style="border: 1px s
You should modify the associated files as it mentions in the documentation of forge tools so the game engine knows there is a difference from the original capital. Re- name the new capitals entity file, for example the Tech battleship's is "CAPITALSHIP_TECHBATTLESHIP". Change this to "CAPITALSHIP_TECHBATTLESHIP-B". Within it re- name the NameStringID "IDS_CAPITALSHIP_TECHBATT
Found the post, thanks. It would seem that these artifacts are appearing around polygon edge's, which explains a lot to me as to why my ships have more than the original Sins ships. Especially in areas where there are high polygon numbers, like cylindrical bends, sphere's and the like. And that's probably same reason why the are most noticeable on asteroids. My mind is at ease over mipmap's being the cause, or anything that I have done wrong with them. Though like many people I wonder
Have you checked if the mod you are trying to load is compatible with the version of sins your trying to load it into. From what I've read the mod hasn't been updated for the latest versions, and I'm pretty sure its not for Diplomacy at all.
That would be good. Another thing, I'd personally like, is being able to prerequisite pacts. Not just the research of them but their formation.