SZ0

SZ0

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

[quote]I think the problem is the opposite; there is never any reason to betray someone at all. So what if you can do it, why would you want to? You lose income and you have an enemy where there used to be an ally.[/quote] I would have to agree, there is no reason, other than to win the game when there is only 1 opponant left, or even just because they are the biggest threat at the time. Unless the victory conditions are changed and a cultural / allied victory is brought in. But wha

62 Replies 95,559 Views

Checkout forge tools in the download section. The documentaion folder in it has a tutorial, although the reference files a not up to date. You can make your own however by copying the "Sins of a Solar Empire" folder out of program files, then using one of the bin to text gui tools that have generously put together by "harppo 999999" and "Dekhranic". the links for them can be found on the first couple of pages here in the modding forum. Hope this helps and welcom to the community.

3 Replies 2,948 Views

[quote]All I really want from Diplomacy is two things: 1. More robust and strategic diplomacy system 2. New content that makes the civic tech path dangerous[/quote] 1. To make the diplomacy system more robust in my opinion the alliances and pacts you make need to be more binding. Alliances at the moment are to easily put to an end and there is no consiqueces for ending one other than you may loose a bit of trade money and ship vission etc. Stuff that was the case bef

62 Replies 95,559 Views

Using a model I made with 10 hanger points, when it goes to launch a fighter it (Dev exe) says I have no docks. I've checked the mesh file and the points are deffinitly there and the command points set at 2 in the entity file. I don't understand! Is 10 to many for 2 command points? Also my textures are bridging across gaps they should'nt. I have tried redoing the UV's and that seemed to change the where this was happening a bit, but !!!? I don't know. Its happening acr

4 Replies 2,989 Views

[quote]This won't make it into Diplomacy, but is certainly something we'll look into for future releases. How do the modders feel about specifying the parameters for the cone equation to determine a firing arc for each weapon? Point of origin, height of cone (weapon range), angle from center, etc.[/quote] When you mention "height of cone(weapon range)" do you mean that each individual weapon of certain type could have its own range? This would be fantastic! Even better if it could ha

19 Replies 14,169 Views

[quote]First I try to do the "Delete Advent from the game" Mod outlined in the tutorial by deleting the file "PlayerPsi". But when I go to play on the Mod, Advent is still an option to play.[/quote] Are you sure you put the mod in the right folder. Use the "Show Mod Path" button to check. If so, after pressing "enable mod" did you press "apply changes" [quote]Secondly I am playing around with the text versions of the GameInfo files, changing which ships can be built, how many

3 Replies 3,786 Views

[quote]Quoting kyogre12, reply 12 Ok, so does anyone have any idea why it won't let me export as an obj? Or how to get the hardpoints to convert correctly? Please? Unfortunatly, because it's the mod tool all you are able to export is a .xsi format. Make sure your hierarchy is correct before exporting, then make sure to middle click the top null (point) in your hierarchy then do the export. .xsi will export whatever is selected. Middle clicking select

15 Replies 13,665 Views

[quote]Id like for the pacts to change the weapon type of your LRFs for example. Like if you get a beam pact, your lrms fire beams! but still benefit from your own missile research. This would be cool.[/quote] It would be cool, but, I can't see how this would benift both of the pact members anymore than it does now. If the pact only benifts your allies and not you it could be to your detriment later if they become your enemies, but isn't that what diplomacy is all about? What

14 Replies 9,035 Views

First off thanks for a great tool! Question;(or three) would it possible to modify this program slightly so that it only resizes X,Y and not Z or X,Z and not Y and so forth? Or could you (or someone ) direct me on how to find the relevent file or schamer or what ever it is so that I may modify this tool to do this ?? Do I need XML or some such to do this??

39 Replies 94,181 Views

Game mech. 1. Y 2. Y 3. Y 4. N 5. N 6. Y 7. Y Abilities 1. Y 2. Y Allthough I would like to be able to negociate a temprary cease fire with a curtain faction(not allied), so you are able to move you fleet through thier territory to get it to another factions territory without engaging that first faction. And that it only lasts for X amount of time for X amount of credits. 3. Y 4. Y Being able to li

60 Replies 38,864 Views

[quote]Would capturing a star system capital force the player to lose all colonies in that star system?[/quote] Perhaps it could after an amount of time. The other colonies could demand that you re-take the system capital within a curtain amount of time or they will rebel, similar to what "verybad" is saying in regards to pirates and positions bordering other empires.

18 Replies 10,387 Views

[quote]Missions would be predominantly development and defense missions. EG. Marsicus 5 is worried about the pirates in their system, they're demanding a 300 point value fleet be stationed there within 2 minutes for the next 10 minutes following, or that you destroy the in system pirate base, otherwise they'll cease shipments of Crystals and cease development of all empire related projects in order to develop their own defense system, the Empire be damned! Or, Halbadon is an out of

18 Replies 10,387 Views

The discriptions seem to be more combat related from whats written. StringInfo ID "IDS_CAPITALSHIP_TECHDESTROYER_NAME" Value "Vera Destroyer" StringInfo ID "IDS_CAPITALSHIP_TECHDESTROYER_DESCRIPTION" Value "A balanced warship specialized in boarding and capturing enemy frigates and cruisers." StringInfo ID "IDS_CAPITALSHIP_PSIDESTROYER_NAME" &

52 Replies 35,471 Views

Well I was working on a mod today to add some extra caps prototypes to be introduced at tier5 stage, and while I was adding the stings for them in the "Diplomacy" string folder, I noticed some strings refering to some Capital ship Destroyer class ships that are not in the game yet. Namely "Vera Destroyer" for Tech, "Salvation Destroyer" for Psi and "Marrasek Destroyer" for Phase, all capital class ships. So perhaps there will be some caps introduced at some stage, lets hope so anyway.

52 Replies 35,471 Views

Year I agree. A cease fire would be good with pirates, but I think that additional service should come at a pretty hefty price. After all, they are pirates. Also perhaps research should be needed before such negotiations can take place. Perhaps you would even have to pay up just to get an audiance with them to begin the negotiations. Just a thought.

16 Replies 14,647 Views

Ha Ha! I hope I'm not insulting you and I appollagise if I do, but thats FUNNY!, Do you suppose that they possibly were'nt allied. Maybee you just had a very valuble planet to start with. I have to agree though also, it seems AI ally alot quicker. In some ways I like it, it does make it more challenging, but to be creamed straight away without being able to do anything about it wouldn't be much fun. Not that its happened to me yet.

5 Replies 3,314 Views

How many opponants have you been playing against? I believe, unless it's just a co-incidence that with the "diplomacy" AI opponants that become alied co-ordinate their attacks alot better. Many times I have had battles when I've had 2 large fleets attack symultainuslly from different opponants, each fleet containing 2 and 3 caps. I agree alot of the time 1 opponant that attacks, usually only has a couple of caps, not allways though. I have had an opponant attack 1 of my worlds w

12 Replies 4,600 Views

The Ai improvements made thus far IMO have really improved the game alot. I, for various reasons only play single player and until this expansion had found games to becoming a bit run of the mill. I would think multiplayer's that use AI opponants would benifit from this also. I can see how people who predominatly use multiplayer without AI could benefit by gettinng super caps, but are there that many that don't even activate Pirates? I don't know! I for one would much rather t

52 Replies 35,471 Views

Yeah! I haven't had a problem with exporting to .xsi as yet, but sometimes when converting to mesh it leaves out the hardpoints for some reason. Also, when converting, it converts the contents of the file OK! but the extension is not changed from xsi to mesh. I have found it can be overcome though, by changing the xsi extension to "mesh" on the last line of the converter before conversion. I have had problems with trying to export to directX though. Perhaps I'm not

15 Replies 13,665 Views

I don't know what your problem is, I use 32bit, but I know of a web site that may be able to. XSI Base Forum - XSI Game Forum & Mod Tool I have found this to be helpfull in the past, perhaps for you also. Any how I hope you are able to sort it out. Edit. I had a bit of look through some of the posts in there that may be related to your problem, many are quite old and relate to older versions, but al

15 Replies 13,665 Views

Hi all, I am having problem with the XSI Modtool. It won't load any saves. Every time I try to load a scene or model that I have created I get this error- "Unable to create object [CLSID\(A8BF89CA-1025-11D2-B5FD-006094EB029C}]:%SUMATRAPATH%\moaudio.dll,Clean up will be performed" Has anyone else expirienced this problem? If so how were you able to fix it? I've tried uninstalling then reinstalling XSI severa

495 Replies 1,064,492 Views

Yes, change the name from "null" to "ability", "weapon", "exhaust" and so on. Don't forget to add the prefix eg. "P001- weapon-0". If you want to have several weapons of the same type, say for example 3 Autocannon weapons on you model, make 3 nulls. The first 1 call "P001-weapon-0", then position it where you would like it on your model. The 2nd call "P002-weapon-0", then put that where you want it. The 3rd will be "P003-weapon-0". Remember that you have, in this examples

6 Replies 5,202 Views

A surf board??? Man I hope you don't drop in on me sometime LOL. Though thats not gonna happen if your board looks like that. It looks like something out of Home world to me. I don't mind it, but everyone to their own I guess. Out of interest who or what is CCP?

7 Replies 4,410 Views

Thats a cool looking ship there taskforce3. What mesh file from what folder are you looking to access, to work out how many rootpoints to input? If you looking for the ones that the Marza has you don't need 3DMax. You just need to convert the mesh file from binary with a convertdata GUI. The mesh file for the Marza is labeled "CapitalShip_TechSiege", its in the mesh folder of vanilla SoaSE game folder. It has 60 null points I believe. I could post them if you wish.

7 Replies 4,410 Views