I think rebellioninfo is the wrong place to edit, since you want change the number of ships of uncolonized worlds if i have you understood right? Look into the GalaxyScenarioDef.galaxyScenarioDef file in the gameinfo folder. Search there for "localmilitia" templates (iam not shure if i wrote it correct) but then you will find the templates for the neutrals that orbit planets at the beginning of the game. And here is a tutor
TohKlidan
No problem, i am glad that i could help!
i am not quite sure but the last time I saw such characters  was as I opened a UTF-8 coded text file with an editor that was unable to to read UTF-8 correct. maybe this is your problem. I just checked the entities and they are indeed saved as UTF-8
First screen: Uncheck "Load mid maps" than only the large image is loaded and you have to edit only one element. and you see in your secound screen only the texture once! Last screen: - instead of using volume texture use 2d texture. - generate Mip maps is correct. - in the upper combobox is use either "explict alpha (DXT3)" or "interpolated alpha (DXT5)" if there is no aplha channel in your texture you can use also "DXT1 no
I dont know if it was mentioned here before, but i also ran into this hardcode problem, since it seems not possible to add new variables to the planetbonus entities. Also you cannot preselect names or races for a map ( you can setup it in the galaxy files but it is not used ingame). I hope we get also an update for the forge tools and maybe some more flexibility if the entrenchment final is out.
a firefly mod sounds good to me :D I hope you find some people. here some links to maps that i googled: http://hareb.blogware.com/RPG/SerenityRPG,%20Verse,%20Wydraz.gif http://www.fireflyshipworks.com/wp-content/uploads/verse-frontbig.jpg <a href="http://www.fireflyshipworks.com
ah ok now its getting clearly! [e digicons]:thumbsup:[/e] thx Thoumsin!
hm there are all possible combos, most i found are 0/1 but ther are also -1/-1, 0/0, 1/1 or 1/2 and so on. and thx, it makes sense what you say.
Thx Zanyth0x42! i will download it.
there are these 2 parameters: minUpgradeLevelNeeded maxUpgradeLevelNeeded how do they affect the planetbonus ??? cause as I looked through all boni I saw that these values are between -1 and 2.
i named my scenario picture: ScenarioPicture-CBMarsWars.tga and in the map: ScenarioPicture-CBMarsWars maybe _ is the problem but i never used it all offical images start allway with ScenarioPicture-.... glad i could help
[quote who="TohKlidan" reply="12" id="2053651"] floatBonus:AdditiveCultureSpreadPerc 0.000000 floatBonus:AdditivePopulation 25.000000 floatBonus:AdditivePlanetHealth 0.000000 floatBonus:AdditiveSlotsCivilian 0.000000 floatBonus:AdditiveSlotsTactical 0.000000 floatBonus:AdditiveTaxIncome 0.000000 floatBonus:AdditiveTradeIncomePerc 0.000000 floatBonus:MetalIncomePerc 0.000000 floatBonus:CrystalIncomePerc 0.000000 floatBonus:GravityWellRadi
If it shows up white the file is not found, I added my scenario TGAs into the texture folder of my mod (since you can only play the maps with the mod) as long as the mod is not running the pics show up white, but if I started my mod the picture is shown. so maybe you have not the correct name of your picture in your map file. be shure that the spelling is correct and remove ".tga" and any path if you have one in you reference.
[quote who="ShadowMastiff2468" reply="13" id="2053816"]Nope not hardocded at all! This is for volcanic planet! Just need to design it then "manually" add it to each and every planets bonus list and VOILA![/quote] jepp i know that you could change the bonus list but you can't add a new floatBonus value to a single bonus entity. in all my tests i got a minidump if i add a line like: floatBonus:ResearchCostAdjustment -0.50000 &
One important thing i forgot in my earlier posts: More modding freedom: It seems that a lot of mods have cool ideas that cannot implemented by nowcause some things i the game are hardoded. eg. planetbonues you can only manipulate the existing modifiers. (as far as i know) but it seems not possible to create a planet bonus that increases the fleetcap or decreases the research cost, this can only be done with new researches. <
is it possible to add new modifiers to the planet bonus entities?? cause i looked through the offical bonuses and all have the same list: floatBonus:AdditiveCultureSpreadPerc 0.000000 floatBonus:AdditivePopulation 25.000000 floatBonus:AdditivePlanetHealth 0.000000 floatBonus:AdditiveSlotsCivilian 0.000000 floatBonus:AdditiveSlotsTactical 0.000000 floatBonus:AdditiveTaxIncome 0.000000 floatBonus:Additive
The best way to convert binaries to text is, copy your files into a source folder and convert them into a new destination folder with the convertData.exe. converting the files directly within the installation folders makes only trouble. also use always the convertdata.exe from your sins installation folder, cause the exe from the forge tools are not working with newer files (eg. from the betas) my error on converting the br
argh! to easy ;) i though the convert exe works only with entities. Thx!!
With the latest update of entrenchment (beta 2.5) HUDIcon-Ability.brushes HUDIcon-Research.brushes where updated and now i have only the actual bin version of each file. is there a way to convert them like the entity files?
yes it is. there is an maxstarbaseperplayer variable in each planet and star entity file. normaly they are set to 1 for planets, etc and 4 for all stars. and by the way I also never found anything with the search function in this forums (i got always zero hits).
[quote who="homefleet" reply="14" id="2049207"]By the way TohKlidan I like that picture your have for your profile.[/quote] Thx ;) [quote]1) Rare trade goods like you have in Civ that are randomly placed and are either in space or found through planet exploration [/quote] Good idea, maybe also a new type of resource. Some in the modding forums talked about fuel as a new resource. Here my idea how it could work, as long as you ha
just uploaded the updated version for beta 2.5
[quote who="GHenrikG" reply="1" id="2047136"]1: Trading planets/ships between players [/quote] I aggree [quote who="GHenrikG" reply="1" id="2047136"]2: Spying/sabotage [/quote] maybe stealing technology too. [quote who="GHenrikG" reply="1" id="2047136"]3:different governements [/quote] a must have, let choose for nation between several type, maybe different types for each race. [quote who="GHenrikG" reply="1" id="2047136"
Thanks for your ideas ShadowMastiff, i will keep them in mind :) but i also dont want to copy mods like 7 Sins or Sins plus, i think these mods have a lot more special planets. [quote]-Archiological Digsite: Chance of finding an artifact on that planet are increases by 50%[/quote]
[quote who="ShadowMastiff2468" reply="18" id="2047026"]I tried Sparda...had tor einstall my entire sins directory! So no you cannot only uninstall one (to my knowledge) so in order to be prepared just create two sins directories [/quote] jepp i know, i tried it too, during beta 1.1 but as i read they will change it when entrenchment is out then you can also choose if you want to play vanilla or entrenchment. So till now