ZombiesRus5

ZombiesRus5

Joined Member # 3496922
11 Posts 615 Replies 2,966 Reputation

Finally home frome work... I didn't have the heart to remove any abilities from the Halcyon. So I removed Taunt from the Radiance and added the base AbilityIncendiaryShells as the second ability and added the three weapon types used by the battleship. I can report it worked fine. http://dl.dropbox.com/u/5790092/IncendiaryShells.7z <img src="http://dl.dropbox.com/u/5790092/Temp/IncendiaryShells.png" alt="

25 Replies 8,596 Views

[quote who="DareArkin" reply="15" id="2645617"]I don't even know what eclipse or ant are... [/quote] I understand. I have 15 years of professional software development experience and have been exposed to many tools. In this case both Eclipse and Ant are free tools that can help aid in Mod development. Eclipse put simply is a IDE (Integrated Development Environment) that is useful due to it's built in editor and project management abilities and search functions (<a href="h

22 Replies 66,318 Views

[quote]File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Bailknight's Graphic Mod\GameInfo\FrigateCombatTurret.entity Label: usesFighterAttack Line Number:5 Line Contents:autoJoinFleetDefault TRUE[/quote] And this mod worked in Diplomacy before you made the edits? This error is telling you the label usesFighterAttack was expected but autoJoinFleetDefault was found. I'm also curious about this file as the typeC

22 Replies 66,318 Views

[quote who="Syneptus" reply="13" id="2644192"]Are you using Entrenchment? I have discovered that removing the gameinfo causes crashes when you play on Vanilla with it. As for the 8x speed, there are glitches with the game not handling particles correctly at high speeds, and you probably WAY overloaded your game, not your computer. [/quote] Yes, entrenchment and no modifications to the mod. Interesting point on the 8x speed. I usually run at that speed if I am testing.<

298 Replies 754,790 Views

I realize this is not for the faint of heart, but I have a alpha version of the Eclipse editor tool available. It supports basic entity level validation support by the Ant build tools. I will be updating the ant build tools to reflect the current changes to the Entity validation process incorporated into the Eclipse Plugin. It would be nice to turn this into a community project for any developers out there if interested. Many things could be added such as Wizards, content assist, etc.

278 Replies 1,211,354 Views

Sins is limited to a max of three weapons per entity. The actual line that targets fighters is: CanFireAtFighter TRUE 1) To start with a capital ship only having two weapons, copy the Weapon and sub WeaponEffects from the AntiFighter frigate to the selected capital ship. 2) Increase the number of weapons

14 Replies 6,075 Views

Hi, I would like permission to include some of your particle effects from your total effect mod into the mod I am working on (credits listed of course). Also, I have need for custom effects to differentiate my mod from the core game. Currently I would like to have weapon effects for biological based weapons such as an Bio Acid Stream (functions like a laser). Bio Plasma, and Bile launched weapons. I would really appreciate and look forward to including your work as part of the mo

50 Replies 35,933 Views

I was trolling around on the search engines and came across a free hosting site for code control ( http://codesion.com ). I have already setup one of the free accounts and exposed it using 'Subversion' services which easily integrated with Eclipse. I am experienced with CVS and found Subversion so far to be a much simpler to work with and setup. I'm a also big proponent of using advanced editors and source code control tools (<a href="https://forum

0 Replies 1,634 Views

[quote]Thanks for the promo and I added this link to my Modding Tools on post 5 of [Tutorials] XSI 3D Modeling[/quote] You only tease me I see [e digicons]:([/e]

12 Replies 21,957 Views

Can you upload the ability and buff file you are using. A capital ship ability needs to be modified slightly to work on frigates. Mainly the level source type needs to be changed. For example capital ships use: maxNumLevels 3 levelSourceType "Intrinsic" minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000 While you might try this for a researched ability on a frigate: <

25 Replies 8,596 Views

[quote who="_PawelS_" reply="20" id="2640654"] Quoting Frogboy, reply 15 Right now the AI is still an idiot. If you say such things, there might be another complaint against you [/quote] I would also avoid phrases like “I beat the AI….it was like Special Olympics, or something.”

52 Replies 189,538 Views

It is possible to decrease the cost of non-ultimates which can be used as a work around to your question. buffEntityModifierType "AntimatterCostOfNonUltimates"

5 Replies 2,706 Views