Here is a more detailed description of the mod that I have in mind. I'm making it for the Diplomacy, though with a bit of adaption similar mods that use the same mesh's, textures etc. can be made to suit Vanilla & Entrenchment. The research for diplomacy is still subject to change also, depending on the set up of the research tree in the final release of the expansion. GameInfo files to be added; RESEARCHSUBJECT_COOPERATIVEDISIGNPHASE<br
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[quote]I just feel that there isn't enough substance. The only reason you can do that now is because you start at a higher relation, have simple techs to make everyone like you more, and can increase your relations by parking a ship in their system. It's too easy and too simple; your not even giving them any reason to like you, they just like you because the game tells them to.[/quote] Just as a matter of interest, are you using the hotfix to beta 3 or just the original beta 3 install
I certainly am considering using this. I have posted an idea for a mod I 'm considering making myself https://forums.sinsofasolarempire.com/373898 , and will if enough people think it might be something worth while. I know it would take me quite awhile to complete and any help I could get would no doubt speed things up. Also while I think I can do this myself, there is no doubt others, that may be interested in contributing to the project, could be better at certain elem
[quote]I think I might know how to do this now. If I create a new ability set it up with a Buff....firing and Buff....hit file(like how MissileBarrage is setup) and use the original GaussBlast weapon effect data it might just do the trick.[/quote] Yep this worked like a little beauty. gruntmaster1, yes that would get each gun firing 4 times, but that was'nt what I was looking for. I just wanted the 4 guns firing at the same time. As it turned out I have got them to fire
I am trying to get the ability to fire from 4 Gauss cannons (4 hardpoints), that I have assigned to that ability simultainiously. If not simultainiously then as close as possible to it. I'm not trying to get it to fire from all weapons on the ship. Just 4 instead of the usuall 1. You might be on the right track about "Action Count" there PUREVENOM. But Gauss Blast has no buff firing entity file. I think I might know how to do this now. If I create a new ability set it up with a Buff..
[quote]The Missile Barrage is only coming from one weapon bank on the Marza.[/quote] No, on the Marza there are 22 points assigned to ability-3(Missile Barrage). It may be 1 bank, but essentially it fires 22 times when it is activated as a bank of 22. [quote]Hmm I think it is because it only shoots one shot, you can fix this by renaming it to ability-1-4 (which ever doesn't already excist) and then add another effect which uses the new ability index.[/quote] I'm not su
Does anyone know how to assign abilities multiple hard points. What I mean is so that an ability like Guass Blast fires from multiple guns at once when the ability is activated. Like the way weapons fire fom multiple points. It does seem to work with Missle Barrage, but Guass Blast when it activates only ever seems to come from 1 of the points I assigned it to. Is this even possible?
I don't know your what your problem is either. I would suggest though that you post your problem in the "Diplomacy Beta" forum, where the dev's are most likely looking for problems such as these.
[quote]I dont see why it would be too late to add this in. Ive seen moders do it in less time and they arnt paid.[/quote] That may be so, and there is some pretty good work out there, but lets not forget that the devs are doing quite a bit more at the moment than just adding some ships. Like creating a whole new expansion "Diplomacy" and ironing everything out so everything is sweet. Like you I am keen to see these new ships, but they may or may not have been intended for dipl
With the new expansion just around the corner, and looking at some of the posts going round the beta's forum. I have been toying with the idea of making a mod that will add some capital ships. Namely a set of ships that can be built after forming alliances. This is my design for a Tech Alliance Command ship. <img style="border: 1px solid black; margin: 1px;" src="http://i986.photobucket.com/albums/ae350/splits_2010/ScreenShot_0.jpg" alt="TechAllianceCommand" width="1024" heigh
[quote]There aren't going to be any new ships, it's way too late in development to add one.[/quote] That may be true, but I think that the devs are definitly considering or at least have considered adding some new ships. Destroyers. There is evidence within the string files of this. It was in .9 beta and is still there in .95. If the idea was canned why are they still there? Well, even if they are ment for an expansion after Dip. Its still something for those wanting this to l
As far as I can tell there is no difference with the mesh files, apart from Techbattleship & TechSiege. Also the deffence structures (hangar deffence and deffence guns) have extra points for the extra abilities that were given to them with entrenchment. There is however a difference with entity files though, and how they match up with the hardpoints. Vanilla only allows for 4 ability slots with capitals, where as entenchment all
[quote]You don't need to use the developer exe, you can just edit your user.setting file (in the Settings folder in the same path as the mods) and set showErrors to TRUE (it's at the bottom). With that set if the game minidumps due to an error in the entity files, it will tell you which line of which file and why. The developer exe can do this also, but I'm personally not a big fan of it because it likes spitting out warnings that have nothing to do with your mod. [/quote]
[quote]First thing I noticed, probably not AI specific but Auto Cast behaviour that could seriously need tweaking. The Anatorak Marauder was the only ship in a Gravity Well apart from a scout so it went off to attack it. It had Phase Out Hull so what did it do? Phase out Scout, then Phase Out itself, then the scout, then itself until it's AM was depleted. Obviously it just picks a target based on some kind of prioirty but when there's only 2 targets it shouldn't bother.[/quote] Ye
Ha! so does this shopping mall improve your trade income? I see great potential in a starship shopping chain. Complete with amuzment parks, movie theater, hardware and gardening centers.
Does cultural effect influence pirates? Being pirates you would naturally think that they are like the anti culture, but; Do you think that they should give some influence against culture. eg. should there be an exclusion or negative effect zone of a players cultural effect to gravity wells adjacent to a pirate base? Or do you think that a players cultural effect should have some influence on the pirates? eg. if your cultural effect extends into a pirate base, sh
Well lets just say sh..! happens! Especially in the heat of battle.
Well I'd imagine they are designed similar to how ocean going vessels are, the bigger they are the harder they are to stop, turn etc. They do both have thrusters and the like for manovering, but to make them equivilant to the main drive of the vessel would leave little space for anything else and be very expensive. But as for them turning slower than building a new one, well I think that they have been given a slow turn rate to give the effect that they are very large.
Those are some very impressive models and textures you have created. They look like they will fit right in alongside the original Sins ships. I too am very interested. Just a question. Will this mod exclude the Vasari or will they still be there, just unchanged?
What version is your Sins now? If you go to "Impulse" updates it should tell you if there is any updates to be installed and what the versions are. The most upto date version is 1.181 for vanilla & 1.041 for entrenchment. If you have been using a Forge tools 3 entity file from its reference folder, that will be your problem if your game is fully upto date. The Forge tools 3 is only compatable with 1.15 sins vanilla & 1.01 entrenchment. Note; To make yourself a set of reference
Well it could be from a number of things. Is the file the right version eg. did you use a forge tool 3 reference file, which is version 1.15 for vanilla and 1.03 for entrenchment, to version you game is. If its fully up to date it will be 1.18 & 1.041. Has the file that you modified been entered into the manifest file. Any entity file that you put into mod's folder should be put into the manifest file in your mods folder. (usually doesn't crash Sins though, your changes ju
[quote]What if the defense tree was linked to civics?[/quote] WHile I agree with you guys for the most part on this. I think this will make players that use this a tough nut to crack yes, but dangerous no. Not for awhile anyway, until you build you fleets to do some damage. What if (just as an example) there was something like the "Industrail Juggernaurt" research ability, that allowed your structures, fleets etc. to be very rapidly built, also an increase in fleet capacity, i
I fully agree with what you are saying. Players that become extensivlly allied, ie. have all treaties and several pacts, should find it difficult to break alliances. Also I find that AI are willing to make a peace treaty to easily. I have had an AI offer a peace treaty straight after I stopped bombing 1 of his planets. I excepted then 10 minutes later, when it was safe enough to bring my fleet back, bombed his planet again. Again I stopped, this time to go deal with some pirates and yet again
[quote]What I want to see are technologies that present a threat; something that can seriously undermine an opponent's strategic position. Technologies that increase extractor income or pacts that increase weapon damage don't count; these are just scalar bonuses to your military, either enabling you to make it bigger or stronger. Want I want to see is a civic technology that presents a threat in and of itself. [/quote] What I'm trying to say, I believe, was an elaboration of your st
No, I spelt them correctly and I orientated them to face out of the hanger. Which in this case was to the right and left of the ship. They are also bunched up in close proximity, but each has it own co-ordinates. I have just tried it using normal game, without the dev exe. and its working correctly. How ever trying it with dev exe again same error "NodockPoints" straight after the first fighter is built.