[quote who="CursedSpirit" reply="8" id="2112908"]would be nice if this was released as im not interested in the CB mod to many extras im not interested in[/quote] [e digicons]:'([/e] What extras don't you like? [e digicons]:'([/e]
TohKlidan
If you dont like to handle with batch files like me, you can also use this tool: http://files.filefront.com/SoaSE+ConvertData+GUI+201/;12853334;/fileinfo.html it is a GUI for the convert exe files. there is also a thread about this tool in the forums but I dont findt it again.
ah thanks good to know!
Maybe this is a good addition to this thread. I made also templates for vasari and advent militia, one thing that anoyed me was that I wasn't able to give them an unique name. but now I found a way that works if you use a mod. In the galaxyScenarioDef after "autoAddPlayers 2" you can add also new npc player like the pirates and the rebels there. So I added: player designName "Militia
You can only edit the gravity well (moveAreaRadius and hyperspaceExitRadius) in the entities. there is a parameter called nullMeshRadius but it seems that it works only with particle fx. the planet size itself can only change via mesh. this is the way i found out.
[quote]creating abilities is SOOO EASY![/quote] not for me :( basic changes are easy, but if want to make something completly new its hard. I used allways the modifier list from here: https://forums.sinsofasolarempire.com/306405 But with entrenchment a lot changed and also i never found a complete list where the buff structure is described. So it is a lot try&error work which annoys me a bit.
[quote]I believe that Impulse checks for the updated version of Sins before it will install Entrenchment.[/quote] also Entrenchment works like a mod it installs only the new files that are needed, so it can only work if you have installed the latest sins vanilla version. And yes Entrenchment is worth its price!
[quote who="ShadowMastiff2468" reply="3" id="2112132"]Good but in the meanwhile (expansion coming in LONG TIME) some of us have crazy ideas that just can't work because a valid cloak is unexisting [/quote] have you looked at the solarcloaking ability that is applied on ships by stars? if you combine this fx with something like this: entityModifier buffEntityModifierType "ChanceToHitAsDamageTarget" value<br
As i posted in the petition: I think IC will add cloaking with the 2nd expansion, which is focused on diplomacy and no combat stuff. In one of the suggestion threads a "spy-ship" was mentioned. I think this is the prefect introduction for cloaking.
I think IC will add cloaking with the 2nd expansion, which is focused on diplomacy and no combat stuff. In one of the suggestion threads a "spy-ship" was mentioned. I think this is the preftect introduction for cloaking. Beware: this is not official its only my opinion. But you got my vote!
Quoted from the readme ;) =================================================== installing this mod: =================================================== Copy the 'Celestial Bodies Mod" folder to the following area: C:\Documents and Settings\"Your Username"\Local Settings\Application Data\ ...Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02 =================================================== installing
[quote who="Annatar11" reply="22" id="2110975"] Good thing you sent in that email [/quote] Yes indeed! you gave me a good advice there ;)
One minor bug I found it was in since the first entrenchment release: I have the german version of sins and installed the german version from entrenchment but the soundfiles from the new ships are in english. It doesn't have a major impact on the gamplay and i don't care about it. But maybe some people do. And one point is missing from the change log for modding: "DoDamge" buffs now work also with abilities attached to a start! Before this patch th
[quote]When i edit the entity files to create my mod, my computer wont let me save it as an entity file, only as a text document. What is wrong? [/quote] if you use notepad chosse as filetype "all files" then you can change the extention to .entity
you have to add your new entity files to the entities.manifest file. You will find the original manifest in the entrenchment installation folder. copy all manifests into your modfolder and add additional entries for each of your new enities and count up the counter in the first line. Then it should work.
[quote]5. Do planets use a standard mesh file? [/quote] No, each planet has its own, cause the related textures for it are stored in the mesh files. I found out that normal planets and gasgiants have different meshes also different ways of texturing [quote]Does it have any impact on the textures used save for the size?[/quote] no, if you mean that you want to resize the mesh of a planet. If you use the resize tool that floats around in this forum
Welcome to part 2 of my "making of maps" series. CB Mars Wars This map also takes place in our Sol system, but this time only the inner planets and parts of the asteroid belt are involed in this struggle. It is also set in a time frame before the "Birth of the Trade Order".</p
Arrgh double posted sorry.
Thanks for your post, rmkiefer. Its good to know that there some people out there, that like my work. [quote]One thing that I have not figured out is how to change the rotation of the planets. Currently, they all rotate clockwise, meaning that the sun rises in the west and sets in the east for each planet. Any idea on where this can be changed or is it hardcoded?[/quote] No there is no such parameter I think it is fixed, you also can't change the speed of the rotatio
Thanks annatar for this excelent guide! [quote who="Grottenolm85" reply="2" id="2108906"]WinMerge http://winmerge.org/ is 90% like beyond compare but it is for free.[/quote] Also thanks for this link, I was desperate looking for a freeware beyond compare!
I am still very new to the Sins and Impulse community, but I never expirenced such a great customer and modding support, as I did with Sins of a Solar Empire. The game is a year old and most companies abbandon their games after that time to work on the next title. But Ironclad still supports its fans and release patches not only for bugfixes/balance issuses but also for the modding community. Also releasing new content as mini-addons is a good thing. First I disliked the idea
A new version (0.8a) for Entrenchment 1.02 is out! Finally the Pulsar Star work ! Thank IC! [e digicons]:grin:[/e] The 0.7 vanilla version is compatible to 1.16. You just have to copy the maps into the new GalaxyForge folder. For updating vanilla I have to wait until a new dev.exe is out, because the v1.15 dev exe is incompatible. I also started a blog on <a href="http://tohklidan.impulsedr
[quote who="Mooster" reply="13" id="2107557"]Does the entrenchment developer has to be changed? cause i can't use it at the moment[/quote] I can't use it either after updating sins/entrenchment to 1.16/1.02.
With this article I want to start a small "making of" series for the maps I made for SoaSE Celestial Bodies Mod. It will show you the ideas behind my maps. Also gives other mappers informations about the obstacles and problems while making a new map for Sins of a Solar Empire .</p
At the beginning of this year i bought Sins, because i was looking for a space strategy game like Masters of Orion 2 or Heagemonia . After some skirmish matches I