Just noticed this thread... Ballor85 can you make any suggestions on how to balance out the Empire more? I've just released a v1.3 major release for Requiem that tones down the Enforcer cruisers and anti-strike frigates a lot.. perhaps you could download and check it out. The download site is http://sins.imperial.cc
JasonFJ
Hi all, I was looking around for an easier way to edit existing meshes and came across this utility program. http://web.t-online.hu/karpo/ It works with both bin and txt formats... and provided you put the .mesh and textures into the same folder it perfectly reads in everything and displays it fine. Here are some screenies. The unregistered version won't export all formats, but I was thinking this has got to be a better way than fiddling around with 3ds/Softimage/
I just uploaded a small 28Kb v1.2 to v1.3 patch to fix a number of the issues you've raised v1.3 (minor patch) SabotageAntimatter for light frigates now works when researched ClusterWarHeads for Nebulon B frigates now works when researched The Empire now gets a frigate factory and 2 constructors like every other race. Quick start also worksl. Repair Bays were not working - now they do!
Thanks guys, you're very detailed! Quick responses/ideas on your messages.... - yes the map HUD icons are existing tech icons, I'm not a graphic artist so I wanted to get major content in before the details. Is this a high priority annoyance do you think? - TEC voices are used... the only other choice is Vasari voices... would the be more "Empire like"? - Thanks for the heads up on enemy fleet arrival announcement... dont know what that should work but I'll tes
I've just uploaded v1.2 release on the site http://sins.imperial.cc If anyone has a few hours to kill and would like to take the mod for a run it would be appreciated!
Get the original file again.... increase the string count by 2... add your new name + desc in the correct format. e.g. start again :)
I'm not sure you can do it... but flipping a planet ownership value seems like something that wouldn't be difficult to script or request from the devs (if it doesnt exist now)
I didn't think there was a hardpoints issue... after reading the entire thread on that. I'll test it out i guess. I think rather than having a planet faction emerge and start as a new AI player, it might be better to have a random event that changes planet ownership back to pirates/neutral etc. on the condition that alleigance is lower than 50%. Dealing with your existing AI opponents is enough - having more AI opponents could get messy!
Ah yes the Nebulon B2. Well, the Neb B2 is primary antifighter by design.. but I gave it antilight capabilities as well to try and keep the frigate capability somewhat consistant with the SW universe. Having said that, the antifighter capabilities are roughly 3x a conventional antifighter frigate... the antilight (second weapon) capabilities are very small... not a huge advantage over other races (as far as I can see). As for the TEC tree... that's a good question. I am planning to he
Another thing you can do (and x8 speed is what I do) is make any cost items a big negative number. E.g. your FrigateTechScout, make the cost -20000 credit, -20000 ore, -20000 crystal and build a few :) But devs... please please developer version of the exe. P.s. Anyone remember whether .mesh files are also refreshed.. or does it require a restart?
Hi Stellarhole... you need to install the hotfix 2 as well. Hi Goa, Some replies to your feedback 1) It's only a balancing of the Empire with the existing races. In some cases it will reduce fleet sizes by giving one ship the effective stats (and cost) of 2 or 3. For example, a Corellion Corvette is 3 times the effectiveness/cost as a conventional light frigate. Imperial and Imperator-class star destroyers are 2 times the effectiveness/cost as a standard
Hi devs, A gentle reminder about the developer exe for 1.16 and 1.02.. really helps a lot in getting mods running faster. Also... when can we expect customizable capital ship and starbase names for new races that we make? Thanks for a great game!
To be honest, the Enforcer cheapness and build time is something that I missed out on when I was beta testing :( They are supposed to be high damge low defense, with a heavy price tag. As for the meshes.. they are all the work of EvilJedi and the SOGE team as part of their (hopefully) soon to be released SOGE mod. I've just added a v1.1 Hotfix 2 to the http://sins.imperial.cc site to fix this (and also the Interdictor costing too much metal).
Use the ConvertData_[version] .exe file in your Sins directory install directory to convert it to text format. e.g. convertdata_entrenchment entity PlayerTech.entity PlayerTech.entity txt
[quote who="Mooster" reply="13" id="2112194"] You'll now get all the features of Developer exe with one exception: your live saves won't immediately be reflected in the game (you need to restart to see them). That is my point when is that going to come out? I hope soon, I don't want to restart and load the load screens again and again just to see a difference[/quote] I'm hoping it comes out soon as well... maybe a mod can answer this? It really makes mod development a lot fa
Go to your mod directory... if you look up 2 levels higher there is a Settings folder. Edit the user.settings file and set Log and Errors to true. This should help you diagnose where you're going wrong.
Thanks for all the feedback. I've noted the Enforceer and Interdictor tweaks. I'm still wondering whether the Imperials are slightly overpowered though most of the game they seem ok, they really start to dominate once an Imperial-class star destroyer is unlocked (or it could be me just being too good a player ;)
If Evil could make a Death Star mesh that was slightly larger than an existing starbase... it wouldn't be difficult to make a new starbase entity based on an existing starbase race entity with the new mesh. The new mesh would be a sphere not unlike the SOGE torpedo cruiser. Tricky part would be to align the weapon points of the mesh to the weapons in the entity files. I also noticed there are multiple mesh references in the entity files tthat are confusing for me at least.
Hi Jgz.. thanks for the feedback. Yes, the icons do require a lot of work and I'm not the worlds greatest graphic artist. I'm hoping to further collaborate with EvilJedi/SOGE to leverage off the immense texture/mesh/particle/brush work that he and the SOGE crew have been doing... and incorporate it into Requiem. As for the close stacking of corvettes etc... I can't figure out how to stagger the formations in the entity files. If you set the fleet formation to be spread out whe
Ok found the problem... two files missing in the entity.list. I've uploaded a 7.5Kb hotfix (compressed entity.manifest file only!) at http://sins.imperial.cc... you can recover your existing games from autosave once you apply the hotfix. I admit I probably rushed out v1.16+v1.02 without testing more than 15 minutes (for those interested, I somehow removed BuffDestabilizeHyperspaceSelf.entity from the manifest.. and this ability is only called by capital ships later into the ga
Thanks guys. Under v1.15+v1.01 I never got minidumps. Something in v1.16+v1.02 is still creating instability it seems that isn't being picked up in error/logs at startup... I'll investigate more. Wierd that its happening later in the game..
I've also added some instructions on how to correctly unZIP the mod into your Mods-Entrenchment v1.02 folder (I think some people are downloading it into the wrong folder, trying to run it without Entrenchment, or forgetting to click "Apply" after Enabling it in their Options->Mod directory. I've written this on the site... and just to confirm v1.1 requires Sins v1.16 + Entrenchment v1.02
Hmm, thanks for the feedback and info. I think what went wrong was I used PowerArchiver to spread the 70Mb ZIP file into smaller 10Mb ones... you're supposed to download them all into your Mods-Entrenchment v1.02 directory and unzip the first archive which will decompress them all. But anyway...I'm surprised to hear about any minidumps so let me upload the version I've just tested with v1.16 + v1.02 Entrenchment It's a 70.95Mb ZIP file now.... hopefully this will sort out prob
I have faith in open source coding, the demise of Impulse and a version of Windows that is fast and hard to hack and doesn't come with a crappy integrated web browser. But I'd settle for a version of Linux that supports DirectX 9/10 and could easily run current and future Windows games. But faith is best described in the immortal words of Homer Simpson: "You're living in a world of make believe, full of Elves and pixies, and cute little frogs, with funny little hats".
I'm trying to upload a Sins of a Solar Empire mod that is 80Mb, and no joy there. I tried to upload a tiny .ZIP file with instructions on where to download the mod from my personal website but the submission doesn't work for that either. I guess I better let Stardock know...