The Goggle code shutdown is indeed very sad. However, I'm not sure if there's any feasible way to export that data somewhere else. The raw information is there in his Eclipse plugin, but alas the formatting is the real challenge.
GoaFan77
[quote who="AKenny47" reply="343" id="3600944"] Sorry to ask such a banal question, but has anyone got a link to a functioning bin conversion tool for the current sins version's entity files? All of the old links I found seem to be either out of date or broken. All I want to do is make a few edits here and there, both to the core game and to the E4X/interregnum mod. Speaking of which, how is the mod progressing? Will there be
[quote who="Blair Fraser" reply="465" id="3600657"] Ok, you can now choose from up to 9 titans. [/quote] Awesome. [e digicons]:thumbsup:[/e] [quote who="Blair Fraser" reply="466" id="3600663"] PlanetBombingAbsorption now shows up in tooltips. What's an example from your mod where a negative bonus not showing up? Show me the exact implementation you used. [/quote] I assume the negative bonus would not show up for the same re
[quote who="Maxloef" reply="462" id="3600603"] Honastly one of the things i would really love to see is a proper entityBoolModifier "Cloaked" which turns the ship invisible, with a "phase effect" for the owner and completly invisible on the map and or empire tree to all but the owner. [/quote] I'd guess hiding it from the Empire tree/icons would be pretty difficult, but yeah, the ability to hide a ship to everyone except the owner would be nic
[quote who="Blair Fraser" reply="458" id="3600261"] I've now implemented: "Let us define the fleet supply and capital crew requirements in useCostType "ResourcesAndMustHaveCapitalCrew". This ability useCostType is currently hard coded to require 50 fleet supply and 1 command point. This is obviously fine for spawning vanilla capitalships, however, some of us modders have capitalships that use different amounts of fleet supply. In addition, some of us actually use
[quote who="Blair Fraser" reply="8" id="3600558"] I'll see what's required. Did you catch the other changes I made as listed here: https://forums.sinsofasolarempire.com/426813/page/19/#3600271 ? [/quote] I did. Thank you very much! [e digicons]:grin:[/e] If you have to choose between trigger stuff and the other modding stuff, I think most modders would prefer more general im
[quote who="Blair Fraser" reply="6" id="3600419"] I dug into it further and a number of them are not wired up properly. It just so happens that the one I gave an example of was done correctly. I will see if I can fix them. [/quote] I'd hate to ask you to fix some Intern's bad code on a feature that was never really used. [e digicons];)[/e] But anything you can do would be fantastic.
Nice. Though personally I think toxic worlds look better with a bit of normalish landscapes. That way all the toxic chemicals really stand out, and its not quite so much of a pink blob. [e digicons];)[/e]
Anyone know exactly how to format the various actions/events that require a specific entity ( ADD_X_XP_TO_TARGET_UNIT_A, ON_ENTITY_A_DEATH)? Tried messing around with a map with a tigger for ending the when a titan is destroyed, but neither the entity name or the design name (the map names) seemed to get it to work.
I plan to try and make some working maps to show off this weekend with this information. [e digicons]:thumbsup:[/e]
[quote who="Blair Fraser" reply="455" id="3600045"] Oh and yes, the triggers were coded by Stardock. I was involved in almost everything else done for Rebellion (mostly design but some coding as well) so it is relatively easier for me to adjust or make changes for everything but triggers. They will take more time as I will have to educate myself on how they work (from a code perspective). [/quote] I certainly understand, trying to figure out how a feature works (or was
[quote who="Blair Fraser" reply="451" id="3599491"] You can now use an ability/buff combo to cause a planet to be stripped to the core (destroyed). [/quote] Whoa! Fantastic! [e digicons]:P[/e] [quote who="Blair Fraser" reply="450" id="3599086"] Quoting Lavo_2, reply 449 I request that ApplyBuffToTargetsAtAdj
[quote who="f_farraday" reply="3" id="3599273"] Hi. Thanks for replying. The destination planet's node was built previously; only that node was finished being built while I gave the order to travel there. I noticed the node on the source planet was nearly finished being built so I stopped the fleet and waited for the node to finish being built. Then I ordered the fleet to travel again after the source node was finished but they still ignored it. Is there a '
https://www.youtube.com/watch?v=tKR7MNZtr2A The first part should show getting a model into 3DSmax.
Nope. Basically its just redundancy in case you should lose any labs. It does not help with research in any way.
Oh, I'm sure there's plenty that could use some more artists. We have some stickies on general process for modeling for Sins. Basically as long as you have a way to get your work into .XSI format, you can get it in game. Best way might just be to play some mods, find one you like and ask if they need a modeler.
[quote who="mikefacciola" reply="1030" id="3596587"] Odd now I am crashing with only E4x mods within the first few minutes. http://images.akamai.steamusercontent.com/ugc/640994505177578991/48752F88C2D298E4016B41613D869A419ABDD1FA/ Pic shows mods being used checksum, game version. [/quote] Did you tr
Well, you can only add real weapons by research or starbase upgrade level. So if these things can give research, that would be a way. However, I'm not sure how they actually work; I assume they do not in fact do that though, because I know of no way to make a ship in game give access to a research subject. [e digicons];)[/e]
[quote who="emportakaten" reply="2515" id="3594874"] That's... a lot easier than I was expecting. Thank you Psychoak. [/quote] It's not easy. And you seem to have anticipated the problem. [quote who="emportakaten" reply="2515" id="3594874"] Can you give me an example of how I'd do something besides a basic either/or? Or is it just make sure that the custom factions are all different and make sure everything lines up correctly? [/quot
[quote who="TopAce6" reply="724" id="3594743"] Can any of you give me the In game Hash for just the base mod? im getting instant minidump the second i try to select a faction. the zip md5's are a match. so im trying to see if this is it. also have any of you played this on windows 10? [/quote] Works for me fine on Windows 10.
You're in the Sins of a Solar Empire forum board. You are browsing it from the Galactic Civilizations site, but all Stardock published games share a single forum database. So you basically posted a thread about Galactic Civilizations on a forum board for the game Sins of a Solar Empire. So this is probably not your intended audience. :p So you need to go to the Gal Civ III forum and post there.
Wrong forum board dude.
Yeah, Starbases, Capitalships and Titans need the 5th ability slot for the purchase ability/upgrade feature. You cannot place an active ability in that slot, because the button to purchase those things will always take precedence, hence you couldn't ever actually press the ability button. Passives can be snuck on there, but the player won't be able to see it from the UI. [quote who="NewHorizons" reply="12" id="3592433"] Probably explains why I haven't seen AbilityELev
Can you post the Starbase entity file? I don't see anything immediately wrong with the ablility either (though I like to always give a max fleet size of +1 more than the min, but that might just me being paranoid). I have several abilities that spawn frigates from Starbases, though mine are probably more complicated than you need. It's been a while since I've spawned ships directly from the ability file lol.
Alternatively, you may be able to directly download it from the Stardock store website . The login is the same as your impluse account, which is probably the account you are posting on here if you didn't just create it.