Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Nice... The whole gang is almost here under Rebellion now.
Have you got a pick of it in game?
Hmmm... ok. I forgot they completely dropped capital ship command limits and implemented the only one titan foundry implementation for titans. Not sure I'm a fan of that implementation though.
Hmmm. Removing the ability for a Titan to keep its level after you kill it isn't quite the same as increasing the available number of titans ;).
That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.
[ctl]+[space bar] := autocomplete...
Eventually you'll dump notepad++.
I've used Eclipse professionally for the last 10 years or so.
How ya going to increase that cap?
Live and learn.
I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.
Eclipse has some very useful search capabilties that should help you trouble shoot.
Also, I hope your using my Soase Plugin for Eclipse. I'd have personally given up modding Sins if I hadn't built that tool.
You really want your mod compatible with the base game and the DLC. Whether you choose to use the DLC features is up to you as this is a TC.
It essentially boils down to a few entities ( Forums.sinsofasolarempire.com ): Planet, PlanetBonus and ResearchSubject and the dlcId. If you want a planet or research subject to ONLY be available with the dlc- then give it the dlcId of 228601. The dlcId for the base game should be 204880.
The important thing with a DLC ONLY research subject is that it DOES NOT overlap a non-DLC research subject.
It's important to begin this process now as Stardock will undoubtedly add more DLC increasing the possibilities of user end product combinations.
P.S. Watching Zombies mod would be unpleasant ;)
If they do it right- no.
If they do it wrong- maybe.
If they intentionally make it required- yes.
Zombies make better modders!
seems to happen a lot with downloads from moddb for multiple people...
These aren't really new. These concepts were introduced by other modders/mods which are being extended now by other mods (as intended).
The convert xsi has an upper limit on how big a mesh it can convert.
Have you converted any models to meshes yet?
Try gimp. It works really well with basic stuff like this.
I'm a little concerned you appear to only have taken cool pictures of 3d models and re-posted them here.
Have you actually verified their poly counts. Have you converted them to mesh format to make sure they are compatible with Sins?
A lot of Sol Command's later work is pretty poly heavy for Sins if supported at all. There's also a lot of manual fixing you'll need to do to make them Sins compatible. How much XSI experience do you have now?
It just seems jumping the gun a little bit to say your using a model but not doing any verification whether it will work or not.
I don't know how long it's been that way. It's been a while since I've touched the mod. But, yes that is exactly what I'm talking about.
Great job converting... There are some minor weird issues I've seen though.
Vanilla cube mapped vanilla textures are all offset in the poles. Something change with the vanilla textures???
Washed out Advent Loyalist and Vasari Loyalist Titans (possibly a third IIRC). Looks like you downsized the cl texture and wiped out the team alpha layer.
Going to check out your mod... Been a while since I looked it over ;) I wish I had the time and energy (and motivation) to create custom effects.
No worries. It's only a bother when people are belligerent about it. I remember trying to get Stargate Races stacking to work way back when too.
They are spherically mapped- which is also how Sins is mapping their new planet textures.
I've seen some tools for creating cube mapped textures from spherical (not sure how well they work though).
I found this issue BTW. I added something the game calls "cosmetic" entities to show my titans in the main menu. Funny thing is this caused the mod NOT to deactivate. I've since removed these cosmetic entities as they were display only anyway. When you do update make sure to delete the previous version.
To answer your specific question: Delete the EnabledMods.txt file to disable any mod giving you issues deactivating.
P.S. Reply to one of my posts next time and I'll get an email ;) or feel free to PM me.
Read the install instructions under the feature tab (http://www.moddb.com/mods/sins-of-the-fallen/features/how-to-install-sins-of-the-fallen1) or the pdf located in the SotF Core directory.
There are also some example EnabledMods.txt you can look at in the SotF Core folder. For example:
enabledModName "SotF Race Rogue Reb.QA"
enabledModName "SotF Race Hypercorp Reb.QA"
enabledModName "SotF Race Plague Reb.QA"
enabledModName "SotF Race Nephilim Reb.QA"
enabledModName "SotF Race Advent Reb.QA"
enabledModName "SotF Race Tec Reb.QA"
enabledModName "SotF Race Vasari Reb.QA"
enabledModName "SotF Core Reb.QA"
Thanks, trying to get them as close to the twelve colonies as possible. This is Tauron.
That looks an awful like the vanilla terran texture (pre last rebellion update) ;)
No problem... There was some symbols in the automated translation that will be cleaned out in the next release. Alternatively you could open the str file and search/replace them out in the meantime. The core/vanilla parts should be good though :P
I know some of you play FoK and only comment here so I'll throw this out for comment here too.
I have a working framework for the Resurrection Hub (private build only).
The Resurrection Hub is able to link with nearby frigates (same gravity well or adjacent gravity wells) and capital ships and can have certain events occur when the ship dies.
The Resurrection Hub can also link with nearby Resurrection Ships which can extend resurrection to anywhere in the system as long as the Hub stays alive. The resurrection ships have to come within range of the Hub in order to link up.
Now the question is: what should happen when a ship in range of resurrection dies?
1 Always spawn a clone of the ship at the resurrection hub.
2 Always spawn a clone of the ship at the resurrection ship or hub- whichever is closest.
3 Spawn a clone x% of the time at the resurrection hub.
4 Spawn a clone x% of the time at the resurrection ship or hub- whichever is closest.
5 Earn credits representing the uploaded cylons.
6 Add antimatter to the resurrection hub with abilities to create new frigates or capital ships if enough AM is gained.
7 Other community ideas?
I'm personally leaning towards #5 and #6 both. I think they are nice representations of resurrection without it being OP or overly random. It will also account for the smaller economy Cylons will have due to less population available.
Some have said this!
I've had that happen to me occasionally on this site.
Unfortunately the player setup screen from ironclad is a mess to mod. It's fixed to the first THREE factions you can select in the game. If you add a 4th faction their picture is not displayed.
We got around this by adding pictures of the other faction in the same image file as the first three. So... if you don't activate TEC, Vasari and Advent then it's following the next active which is probably Hypercorp/Psicorp thus the same images.
What I'll need to do to make it more like diplomacy is ensure all loyalists are selectable first, then rebels. This way the picture groups will be spaced out better.
Hope that made sense, or you can tell I have a way to make it better ;)