gruntmaster1

gruntmaster1

Joined Member # 3451919
1 Posts 1 Replies 428 Reputation

Hey I am currently working on a faction which will use 30 frigates, yes 30. As I am not that good at giving names I was hoping that some out there could help. 15 of the frigates will be buildable (so still 3 spots avaible ;)) and split into 3 classes frigate, cruiser and capital. Each class can be upgraded to a better version with more abilities and better stats. Since I also haven't come up with all abilities I wouldn't mind if you guys came with some ideas :). The faction is kind

17 Replies 13,428 Views

You use the xsi mod tool (a free program) to finish the model and make it into a mesh file (using the xsiconverter) get forgetools 3, it has a documentation section including on how to make a finished model ready for sins export. I don't have any experience in modelling or making finished models ready in XSI so i can't help you in that area.

10 Replies 10,213 Views

Yes you can, but you have to make sure that there aren't the same files in each mod. The mod at the top will have the highest priority, so if there is two files with the same name, then the one with the highest priority will be used such as the entity.manifest which might cause poblems when mashing together 2 mods which both use the entity.manifest.

3 Replies 1,337 Views

What dev.exe are you using? the .dll usually means that the dev.exe doesn't work with your version of sins. The current verion of the dev.exe is found in your install folder. have ypu tried and remove the folder named pipeline effects in the mods folder. Sometimes it can cause errors for certain people (I am one of those people).

5 Replies 4,239 Views

The starting units can be foun in the GalaxyScenarioDef.GalaxyScenarioDef (open it the same way as other txt files) under planetItemsTemplate templateName "Template:DefaultHomePlanetSetup" subTemplates 0 groups 8 group condition type "PlanetOwnerIsRaceNormalStart" param "Tech" owner "PlanetOwner" colonizeChance

3 Replies 1,381 Views

Hmm have you tried to change the burst count in the weaponEffectsDef? TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetWithTravel" instantActionTriggerType "AlwaysPerform" buffType "BuffGaussBlast" targetFilter numOwnerships 1 ownership "Enemy" numObjects 4 object "CapitalShip" object "Frigate" object "PlanetModule" object "StarBase" numSpaces 1 &

8 Replies 40,511 Views

[quote who="Melchi32" reply="5" id="2510235"]i've got the same problem with the mod pack "distant stars" the latest version 0.995 is compatible with entrenchment 1.041 but there is not result after the mod is enabled i've done all that's in the readme : the mod is in appdata\local\ironclad games\sins of a solar empire\mods-entrentchment v1.041\distant stars beta 0.995\ [/quote] what is the sub folders? fx is there a appd

8 Replies 5,779 Views

Ah, I was quite inacurate in my post, sorry about that. I am not that experienced with abilities and especielly making my own. I have an idea of how it can be done. The ability should be changed to ApplyBuffToTarget the first buff should then have an instant action ApplyBuffToLastSpawnerNoFilterNoRange the 2nd buff then have 2 instant actions with ApplyBuffToLastSpawnerWithTravelNoFilterNoRange where the weaponEffectAttachInfo abilityIndex in the first instantAction is se

8 Replies 40,511 Views

erh... Are you asking for useful tools for editting txt files? I use notepad ++ for editting and depeche viewer for searching through multiple txt files.

1 Replies 995 Views

Good to hear ^^ and as I said, don't hold back with any questions, though I can't guarantee that i can answer it.

3 Replies 1,129 Views

First remember to convert the files to text files, use some of the tools on this forum. Secound there is the beginner documentation file in the forgetools package. Note that some of the information and the reference files are outdated, but it is good as an introduction. Third there is a wiki here: http://sinsmodding.dreamhosters.com/index.php?title=Main_Page though it doesn't have all the avaible

3 Replies 1,129 Views

Hmm sounds strange when it is ingame and not while you are loading the mod from the mod options. Well, what are your computer specs? Wich version of sins do you use now and what mods? And do you know how to run the dev.exe?

5 Replies 4,239 Views

Hi it is time for another round of my stupid questions :). How do I make it so that a buff is apllied when the building runs out of antimatter and finishes when it once again get antimatter. And is it possible to make an ability which add a planetbonus to a planet?

19 Replies 7,514 Views

Something over-powered can always be fixed by nerfing it :D. Actually I am also considering the possibilities of making something like a phasejumpable starbase. The closest (untested) I have come is giving them an ability that can make them teleport to neighboring gavity wells. For file references one with ResearchWithBase: AbilityAntiMatterRechargModule and one with RearchWithoutBase: AbilityClusterWarheads (these seem to be abilities with only one level).

10 Replies 7,990 Views

To make an abilitylevel through research use levelSourceType "ResearchWithBase" in the ability entity file and it will level up when you increase the research, not sure how the research part will look like, there also is "ResearchWithoutBase", I am not sure what the difference is. As far as I know (which is very little on this area) it is not possible to make star bases phasejump so I can't help you with this problem.

10 Replies 7,990 Views

Its now a research entity called RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0 and can be found in your vanilla sins gameinfo folder, both when it is for entrecnhment or normal sins

1 Replies 1,060 Views

haha well you don't have a reason for being nervous... i think. ou have delivered quite a lot of mods and while each don't do that mutch, they do have some interesting ideas. And I think it is hard to keep track of the content in just one mod so I don't wana imagene how hard it is with all of those mods you have delivered.

17 Replies 7,059 Views