SZ0

SZ0

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

[quote]This Mod Tool though, is that part of Forge Tools?[/quote] No. You will have to download the program from "AutoDesk". the "Forge Tools" does have a helpful tutorial on how to use it though. There is also a free tutorial online which can be accessed from the pop up window that pops up when you first run the program, Softimage XSI 7.5 this is(latest version). I found this to be quite helpful also. You may also buy a training kit from "digital-tutors" for aro

19 Replies 12,412 Views

[quote]Quoting ratchit01, reply 18 Is it possible to convert minidumps to text? Yes, you need to go to Microsoft's website and download their DEBUGGING TOOLS. [/quote]OK! Thanks. I'll check it out. Oh and I just changed my user name if you were wondering, the old one was actually my wifes that she no longer used.

495 Replies 1,061,231 Views

Thanks "soasertsus" & "Thoumsin" I'll check it out. I have the forge tools somewhere stored on USB., but haven't used since the 1.16 & 1.02 changes. I have also been trying to do something like what "DarkCloud" is trying to do with little success. This is how I've gone about it so far; Copied a CAPITALSHIP entity file from the gameinfo folder and converted to text with "dk dataconverter tool". Then made some changes to some values eg. hull, shield and weapons plus adde

495 Replies 1,061,231 Views

Danman and/or other knowledgable folk, I have created a model using Softimage XSI, but I don't know what's needed to allocate hard points to it. Could someone please enlighten me on how this is done.

495 Replies 1,061,231 Views

Sorry! I see now that you were using them to indicate them as capitals. I have not tried the star trek mod as yet, I'm working on a mod myself at the moment. I am a star trek fan though, so will try it once I'm done. I'll keep an eye out when I'm looking through files for anything that might help.

8 Replies 10,900 Views

No, the beams where in original Sins for the "Kol". The starbases are all new plus the anti structure cruisers "Ogrov" for TEC and "Solanus Adjudicator" for Advent. The Vasari have thier anti structure ability in thier SB. The deffence platforms have some extra weapons and mines are also part of Entrenchment.

19 Replies 33,591 Views

You can't stop it from jumping to the best of my knowledge, but you can assign fleets to a hotkey. Highlight a fleet press "control + 0-9". if you want to add to that fleet "shiift +0-9". if you want to remove a ship/s "control +shift +0-9".

1 Replies 6,605 Views

Don't worry, you'll get the hang of it. I've been playing for 4 or 5 months and I'm still learning stuff. I guess there is just to many things to put in the tutorial, but people are always willing to help out on this forum. The depth of this game is really quite impressive. Quick start is an option you can use when starting a new game. IT gives you the extractors already built on your starting planet plus a capital ship factoy on game start. When starting a new game theres a button fo

19 Replies 33,591 Views

Thats OK!, yeah, if I was just trying to add another Combat squad or a bomber squad, I could do as you say. But I'm trying to put a extra squad with different values. I think maybee "Terraziel" is right I hav'nt put new Icons in. I'll give that a go now.

5 Replies 27,708 Views

Ok! thanks, The entity file was created by me, but the "SupportCraftGunship" file does exist in the 1.15 mesh folder, the info in it is exactly the same as "SupportCraftCombat". I moved it to Entrenchment because Entrenchment hangers have the extra squad slots available, where as 1.15 hangers don't. Do you think if I just type in the extra squad slot into the 1.15 hangers and leave the "HUDICON_SQUADTECH...." and "infocardicon" unchanged, it could work with 1.15? Ye

5 Replies 27,708 Views

Please help! I've been trying to add an extra strike craft to the hangers, just with Tec at the moment. 1) I copied the "SupportCraftGunship" file from 1.15 mesh folder and pasted it into the Entrenchment 1.01 mesh folder, it positioned itself alongside the file for homing mines Supportcraft file. 2) I coppied the "FighterTechCombat" file and pasted it alongside that file, then changed its name to "FighterTechGunship". Then opened ti and altered "HUDICON_SQUADTECH

5 Replies 27,708 Views

Look at the "FrigateTechAntiModule" file in the forge tool's Refference Data Entrenchment GameInfo folder.You can copy the weapon info and put that in the file of the ship you want, Also check out "BuffAntiModuleTorpedoLauncher" and "BuffAntiModuleTorpedoTarget" files in the same folder.

3 Replies 3,861 Views

[quote]One of the diplomacy options that would be cool would be a "give me X cap ship" or "Give you X cap ship". I can just imagine a Kol leading a fleet of illumies.[/quote] Yeah! I like the idea of tributes. Perhaps even planets could be handed over in exchange for alliance.

40 Replies 32,588 Views

Nah! Just a curtain number of ships or deffencive structures. I'd like to think that IC. and Stardocks involving the community in beta testing is pretty good at the moment, and that there is'nt that much to fix with Entrenchment. There is no doubt a few things, but maybee alot less than with vanilla. Hope so anyway. Still, I think the Dev's deserve some time to kick back for a while after all thier hard work.

40 Replies 32,588 Views

OK! been able to get it working, for Entrenchment at least. Copied the Entrenchment folder and pasted it to "local disc C" then copied Entrenchment convert data and pasted it into the copied Entrenchment folder and installed the editor into it and it works fine. I'm not sure how to go about vanilla as yet, maybee copying the SoaSE folder with Entrenchment and everything in it to local also then removing the entrenchment folder and its convert data might work, but I'm not sure about th

102 Replies 292,408 Views

This sounds like it could be an interesting mod. Personally I think the Council should be 1 team, Terminus another and Geth/reapers the other. However there is very little info on any Termiinus style ships, and theres not many of the other factions either. I've read both the books,but theres not much on ships. A bit of waiting might be in order or perhaps some research may reveal something. I'll keep an eye out in the mass effect forums, might find something. Have you though

26 Replies 18,069 Views

I had problems finding screens shots to start with also. So I asked my lovely wife, who's far more advanced with computers than I, she informed me to click on "start" then on "paint" then click on the "edit" on the tool bar, then go down to paste and there will be your sceenshot. NOTE; this is with Vistas, XP may be a bit different,I don't know. Also if you haven't used "paint" before its located in "accessories" And yes your pressing the right button, you m

7 Replies 16,832 Views

Yeah! this might be the problem with the editor at the moment, maybee if the right convert data is in a folder with files/folders associated with it on its own the editor may function as normal again within that new location. Hopfully I'll get my computer back tommorow and I can give this a try. Using my sons at the moment.

102 Replies 292,408 Views

I'm having the same problem, ever since they split Entrenchment and vanilla. I don't know wether this will help, but I can still covert files/folders by going to the tools tab then using the "gui by Dekharnic" within the editor. Put the covert data, from Sins 1.15 or Entrenchment into it, then sellecting files/folders, then put the file/folder in that you want converted. Now I haven't tried this as my home computer is being repaired, but you may be able to copy and paste the con

102 Replies 292,408 Views

I have found that AI research to a higher tech with hard as compared with normal, also it upgrades its capitals to higher levels. I've seen level 8, 9 and 10 AI caps sometimes, however I've also seen it try to take on 2 of my level 6 caps plus 5 or so of each of the other ships, with 1 level 1 cap and less back up. Then about 5 mins later do the same thing again, and again 5-10 mins after that. If it waited and combined its forces it would have stood a much better chance, plus not g

16 Replies 27,331 Views

Same here. I allways go for the upgrade the planets pop first as not doing so will cost credits. Then build extractors as these are relitively cheap, and having the reasorces extracted is a heap cheaper than buying it. Keeping an eye on the tax rate ( trying to keep that tax rate from going into the red) on my planets. I'll try to tech up to get the trade ports into play, then invest in some logistical slots and build 1 tradeport in all GW's possible, either with a SB w

6 Replies 4,249 Views