gruntmaster1

gruntmaster1

Joined Member # 3451919
1 Posts 1 Replies 428 Reputation

Hmm since the first post doesn't make much sence/is a little confusing: Are your problem that... the sfx doesn't show up when the entity starts charging and is this only from certain camera perspectives? the sfx disapears when the entity starts traveling/finished charging (note that you cand define how long the charging will take and doesn't have anything to do with the sfx used)?

7 Replies 4,923 Views

Hi, after giving my mod a little try at an actual game for the first time (which went horrible btw) I noticed a small issue that I am not really sure of what is causing it. When my starbase and carrier spawns/builds strike craft they are spawend a couple of planets away and not even within gravity wells. I think I remember seeing other people having this problem in the past, but never the solution to it, so I hope some of you can enlighten me :)

2 Replies 5,452 Views

[quote who="RestlessMind" reply="2352" id="2533241"]This mod is really cool! If I want to use just the planets from Distant Stars and merge them with the ones from Celestial Bodies, what do I have to do? [/quote] Copy over the Planet(Name).entity files and add them to the GalaxyScenarioDef file and the research to be able to colonize them (if necesary).

8,423 Replies 15,734,709 Views

[quote who="Ryat" reply="3" id="2533003"]I recommend two things First, if you already have the original game of sins then it is cheaper to buy each expansion by itself (each one cost $10 for a grand total of $20) as opposed to buying Trinity which cost $40. Trinity merely allows new players to get everything at once Second here is a great mod that makes changes on research and adds planets but overall gameplay is still the same Distant Stars And yes its D

5 Replies 3,186 Views

[quote who="Ryat" reply="1" id="2532990"]means wether or not they can bomb the planet [/quote] Actually tht is another line that difines that. Frigates can have levels that increase their bombing level and other specs. These levels increase when the ability which spawned the frigate frigate increases. The FrigateSiegeTurret entity file shows how it looks when the bombing levels are set to TRUE.

3 Replies 5,801 Views

You can't directly give them upkeep by a percentage, but you could make them generate a negative amount of credits and resources through a passive ability. And btw, the ships themself don't have any upkeep, but the upkeep lies in that your income gets reduced by a certain percentage when you have completed the research.

4 Replies 2,801 Views

Hmm first the idea, while cool, didn't seem to fit to any of the currrent ships. Actually I had thought giving a blackhole/gravity missile which would deatonate at a frigate and then pull surrounding frigates together. Now I though I found a midway of the two abilities. The capital hip will fire a beam on a frigate and disable it and then it will fire tractor beams on nearby frigates that then will pull them together.

17 Replies 13,424 Views

1. copy over the gameinfo folder in your install folder to the v1.19 mod folder. 2. Use harpoes or another bin to txt converter: https://forums.sinsofasolarempire.com/353296 and convert the gameinfo folder in your mod folder to txt. If for vanilla sins skip step 3.-5. 3. copy over the gameinfo folder in your entrenchment folder in the install folder to the v1.05 mod folder. 4. Also convert thi

14 Replies 9,099 Views

Since I talked about that your suggestion already had been implemented and I just more or less finished it I thought that I would show it to you :) http://www.youtube.com/watch?v=D5m-oNhj9TY

17 Replies 13,424 Views

Use harpos sinstextbinner which you can get here: https://forums.sinsofasolarempire.com/356807 Simply run it, select txt, select the mod you want to convert and start the process.

1 Replies 1,186 Views

[quote who="asadex" reply="6" id="2523995"]You can edit a particle effect that shows the "shot" and the "recharge" effect after the shot ( for example 5 seconds long) later take a look to the entity files of the ship you want to mod and modify the "recharge" time of the weapon setting it as long as the particle effect you made. So it shots, recharge ( with the effects ) and it shots again each 5 seconds [/quote] That would kind of go against

9 Replies 4,414 Views

Only starbases can be changed to move and in order to make them do so you will need to change these lines: maxAccelerationLinear 0.000000 have to be above 0 maxAccelerationStrafe 0.000000 maxDecelerationLinear 500.000000 have to be above 0 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996 maxSpeedLinear -1.000000 have to be above 0 rotateToFacePlanet means that if the starbase doesn't move then it will sart turning until it "faces the pl

2 Replies 5,731 Views