SZ0

SZ0

Joined Member # 3178462
3 Posts 57 Replies 1,347 Reputation

Hi all, just a bit of a question regarding those annoying little white dots. Now I read on another post about these pesky little varmint's being a result of graphics, better card then better performance and less white dots and certain settings then less white dots. I'm not arguing with that point, I just want to make the best of what I've got. With the 3 new ships I have added they have more white dots than the original sins ships, not much but noticeable. So this leads me to

4 Replies 27,617 Views

[quote who="AlexKon" reply="5" id="2585600"]I need the text version of the string file for my mod. How do I convert the binary version from the GameInfo? It wasn't provided in ForgeTools3.[/quote] The text version of the string file is in the install folder of the game C: ( or whateever drive you have your game installed on)/ ProgramFiles / StarDockGames / Sins of a Solar Empire . There is a String folder for vanilla one for Entrenchment and one for Doplomacy. Th

7 Replies 3,593 Views

If you have your game up to date with the latest patch's, alot of the Forge tools files wont be compatable. Forge tools is for version 1.15 vanilla and 1.01 Entrenchment. Harpo's "sinstextbinner" should work if you have installed it and are using it correctly. You should put a Quick reply message in the Post that he has for it and explain exactly where you have installed and what you are doing, to try and make it work. The post can be found here <a href="https://forums

2 Replies 2,388 Views

@ CursedSpirit, I would not recomend doing it that way. What about the travelSpeed and duration. If you put a beam weapon effects onto an auto cannons, it will have a travelSpeed of 4000 when it should be 0. The duration will be 0 when it should be 4. So effect wise your beam will last for 0 seconds. You may get away with swapping an autocannon with a laser because they are both projectile type, but even then the DamageType is different.

9 Replies 4,816 Views

Problem Solved. The Screen-FrontEnd brushes file was the problem. It would seem that I still had that file from the last Dip. version. [e digicons]o_O[/e] I think am going mad, talking to myself, answering myself. DOWH!

1 Replies 3,834 Views

Easy yes!, just delete the autocannon weapon out of the ships entity file & paste in 1 copied from a laser weapon. So in the ships entity file delete; Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" &nb

9 Replies 4,816 Views

[quote]However we have tested this out with 2 different hard points and still get a game crashing error followed by a dump.[/quote] Yes, I have to say that this is beyond me to do, or is not possible. I did get it to work, but the game just does'nt like firing 2 beams at once via ability ( I don't think even normal weapons fire exactly simultainiously ). After 1 or 2 volley's the game crash's with a runtime error and minidumps. I did get it to work also using a different Buff s

11 Replies 13,225 Views

This is a small problem and probably has a simple answer, but I can't find where they are. Does anyone know what texture file I can find the Icons for the Play Sins & Play Entrenchment buttons. EDIT; I have found the textures (Buttons_Screens2 )and they are in my Mod, but there is no brushes anywhere that I can find. I thought MainMenuScreen would have whats needed, but not the case. <img style="border: 1px solid black; margin: 1px;" src="http://i986.photobucket.co

1 Replies 3,834 Views

By the sounds of it, you need to copy the CovertData out of your install folder (for whatever version you are trying to convert). Paste it into the same Sins Reference folder as the "sinstextbinner" with all the other previous version ConvertData's. Re-name it to ConvertData_OriginalSins1.191 or ConvertData_Entrenchment1.051 or ConvertData_Diplomacy1.011 which ever you are trying to convert. Your OriginalSins folder or Entrenchment or Diplomacy folder should be named OriginalSins 1.191, Entre

5 Replies 5,323 Views

I have got a beam's to fire from 2 different hrad points using the AbilityBeamBlast as template so to speak. As yet it does not fire from both at the same time. I guess you, like me, would want them both firing at once. If I work it out I'll post up the finished files. I think, but won't know until I do a few more tests, that is because the BuffBeamBlastCharging also needs 2 hardpoints, or perhaps I can get away with indexing it to the same harpoints as those assigned to the ability.</p

11 Replies 13,225 Views

You can use Wings3D to make your models, but you will need to export it to a program that can export to xsi. SoftImage (SoftImage Mod Tool - free version) or Blender are the only 2 programs, that I know of, that can nativelly Export to .xsi. Wings3D and other programs may have plugins that allow them to, I'm not sure. But if not then you will definitly need either SoftImage or Blender. Gimp 2.6 (free) is a great program for doing textures, But there are numerous others like Phot

23 Replies 19,716 Views

Yeah! thanks harpo. I have the Unit_main.tga, thanks to your exellent tool, I have worked out the problem now. The problem was that Diplomacy has no MainViewIcon-Ship file in it's Window folder, not even in the install folder - ProgramFiles>StardockGames>SoaSE. So there was no brushes refering to the Icons that I had put into the Unit_Main.tga. So I just copied the the MainViewIcon-Ship file out of Entrenchment, pasted it into the Window folder of my mod, added the locatio

4 Replies 4,533 Views

I think I have found out why. Diplomacy does not have MainViewIcon-Ship file. ????????? So how does the game know where the envoy frigate's MainViewIcon is???? If I use the one out of Entrenchment will I have to add the envoys brushes to it as well as brushes for the ships I have created? Edit; answer = no. But, so how does the game know where the envoy frigate's is?

4 Replies 4,533 Views

I'm having a small problem with my mod, and I'm really at a loss as to what it is. The mod has an extra capital for each race, and is finished aside from this little problem. I have added the new Icons for them in the Unit_Main TGA file, made sure their silhouettes are all white on the alpha channel and written in their locations to the Window file. For some reason the icons don't show when zoomed away from the ships in game. Everything else is there - the white circle with the faction Icon w

4 Replies 4,533 Views

Yeah the Telekinetic push is one of my favorites too. I have an addaption of it in my mod that does something very similar. Missile barrage has got to be my favorite though, you can makes some awesome abilities effects with that.

42 Replies 16,103 Views

Here is a link to the mod I have converted and uploaded to mediafire http://www.mediafire.com/file/zqiznijnyzj/IonStarBase.zip Oh! and don't worry it is for Entrechment 1.051, that was a just a typo. I have tested it in game and it works fine.

42 Replies 16,103 Views

I'll send the mod so you can have a look at how I have done it on media fire. I'll just have to make it compatable with Entrenchment 1.015 and then I'll post a link for you. That way we will know wether some other file may have been accidently changed Your not far off, just a few things with the string file and the prerequiste of the ability file. you'll see when you have a look.

42 Replies 16,103 Views

OK! I have made the mod and got it running so it works with Diplomacy. It should work for you also. One thing that I had overlooked was that starbases don't produce any antimater. You can still get the ion cannon to fire by changing its antiMatterCost values to 0 in its entity file. There may be a way yet to make starbases make antimatter, but I'll have to look into that. [quote]Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172) i >= 0[/quo

42 Replies 16,103 Views

[quote]The Raloz is set to turn into a starbase proper and bam! Dump.[/quote] When you made the "RESEARCHSUBJECT_ABILITYACCESS_IONCANNON" file originally, and you had included in it Prerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_FRIGATEACCESS_STARBASECONSTRUCTORTECH" How did you put these lines in there? If you copied it out and paste

42 Replies 16,103 Views

[quote]now... why does the game minidump when I try to deploy the RAloz? ._.[/quote] Does the game crash when the Raloz comes out of the frigate factory or when it is supposed to turn into a starbase? What original file's did you use to make your RESEARCHSUBJECT_ABILITYACCESS_ABILITYIONCANNON file?. You may have inadvertantly altered 1 if you have been using files in the install folder, or if your mod's GameInfo folder has all the entrenchment files in it, and you copied parts out of

42 Replies 16,103 Views

Ok! Firstly, you have to change your researchInfo count from 117 to 118 after adding the extra RESEARCHSUBJECT to the PlayerTech entity file Second your "RESEARCHSUBJECT_ABILITYACCESS_ABILITYIONCANNON" entity file needs the prerequisites changed to NumResearchPrerequisites 0 and remove the lines ResearchPrerequisite Subject "RESEARCHSUBJECT_FRIGATEACCESS_STARBASECONSTRUCTORTECH"<

42 Replies 16,103 Views

Ok! to add the "AbilityIonBlast" to your Starbase you don't use the "StarbaseUpgradeTech" file. Use the "StarBaseTech" entity file. Open it and at the top there are 5 ability slots numbered 0-4. Ability 2 and 4 are vacant. I would suggest using the ability 2 slot because 4 button is not there in-game and like CapitalShips is for a passive ability. In the "" to the left of Ability-2: type in AbilityIonBlast exactly the same as that abilities entity file name, ( can be whatever ability you want

42 Replies 16,103 Views

Ah! I don't think that it is possible. I think the UpgradeProperty - propertytype is hard coded. I could be wrong. You could try and put the "AbilityIonBlast" as a propertytype for your fourth stage, but no garenties that will work, I haven't tried that. It may be that the only way is to use 1 of the starbase's ability slots. Best of luck.

42 Replies 16,103 Views