- Uzii -

- Uzii -

Joined Member # 2770905
1 Posts 34 Replies 26,652 Reputation

[quote]I am just having bad luck with the textures. Ok so i found sins main directory and copied the texture folder and tried to put it in there. it said it already had a textures folder so i found it and opened it up. Then i took the 2 programs from your texture folder and put them in there it said it already had those 2 so i made a back up folder with the 2 textures that came with the game and replaced them with your textures then i tried to play and it did not work please help me[/quote]

40 Replies 82,343 Views

Perhaps the Home planets can't be changed... I know when I edited their files, it had no effect. Maybe there is something deeper in the game that overrides changes made to them... I'm out of answers I'm afraid, good luck ;)

7 Replies 4,450 Views

Is that your entire mod folder? Or just your edited files? You need to have the entire 'GameInfo' folder present when you load up a mod. In fact, if you make a change in any folder (Textures, Window, Mesh, etc...) then you must copy over the entire folder so that the game can read them all. Until 1.03 this is the way it works.

3 Replies 2,822 Views

[quote]need help please i downloaded everything but cant get mod to work what am i doing wrong any advice is helpfulthanks[/quote] You read the readme right? Copied the textures over from the main directory right? Go over the readme once again and make sure its all correct. [quote]when i try to add the new icons i go to program files then stardock then the only other folder i can put in after i go to that is SD central i do not see a total gaming folder and i have done a s

40 Replies 82,343 Views

Have you tried a basic mod that puts all the changes you want straight on to the PlanetTerranHome.entity file? I have to warn you though, I tried adding planet bonuses to the Home planets, to no avail. I may have done something wrong, but changes I made had no effect.

7 Replies 4,450 Views

Err, did you not read the whole post? From the end of the post: [quote]... EDIT: Go ahead and disregard...found the issue. Apparently I was missing some files that I moved instead of copied while making my last mod. Fixed now[/quote] ;)

2 Replies 2,524 Views

I've emailed you an explanation/solution. I'll copy the main point here: [quote]Mmm... It "shouldn't" effect it, as the Super Dense Core and Hollow Core have custom icons as the others do. It is completely random, but some of the bonuses appear more often on some planets, as there are two entries of it, doubling the chance of it occurring (this was intentional). However, you should see the other bonuses around somewhere. Do you own the planets in question? And have you explore

40 Replies 82,343 Views

Perhaps this hasn't been made clear enough to the community in general, and is not intentionally aimed at anyone: [font="Impact"][color="#FF0000"][B][U][size="5"]DIFFERENT MODS CANNOT BE PLAYED SIMULTANEOUSLY[/size][/U][/B][/color][/font] Replacement packs may work, but for something like this, they probably won't. If Max is up to the challenge he can merge mine and his together, I don't mind. But merging mod takes a lot of time and effort, especially if they are from different

77 Replies 154,678 Views

[quote]Has anyone else had a problem with asteroids when using this? I find that no matter what bonus' are on the asteroid all of them have lost their gravity well and no orbital structures can be built. Have tried to tweak this in the mod files for PlanetAsteroids.entity but cant seem to sort it out...Any ideas?[/quote] You sure its not a 'Dead Asteroid'? These are in the vanilla game, look exactly the same as Asteroids, but are just worse in every aspect. And I'll keep that

40 Replies 82,343 Views

[quote]Whenever I try to enable a mod, the game locks up.Mod shows up in the list in-game, hit "enable" I get a checksum number and it freezes solid.[/quote] The mod is faulty, simple as. Try and contact the author.

5 Replies 4,711 Views

I'll be honest, I haven't read all that post, but I got the gist of it, the pic looks nice. My suggestion would be this; rather than make a thread for "Interest/Feedback", change the name and call it your mod, and put [MOD] in front of it. Then change the opening paragraph to something like; "While playing around editing the game for my own purposes, I decided to release it as a mod. The general purpose of this mod is ... , but check below for a detailed description. I'd appreciate any

261 Replies 362,141 Views

Firstly neonnfs, theres no need to post the same thing in two different threads. And second, it might have been more worth while starting a new thread with exactly what you want to change. To answer your question, I'll list all the files you need to change in order to increase the maximum pop for all frigate/cruiser sized ships, specifically capital ships, your fleet supply, and you maximum allowed ships in-game: [size="1"]RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity RESEA

4 Replies 3,205 Views

[b]@ 44RS[/b] Mmm... doesn't sound like the kind of thing I'd include, but thanks for the suggestion anyway ;) [b]@ Joey[/b] That would be extremely hard to incorporate without the final mod tools, but a nice idea nonetheless. [b]@ DAN[/b] Interesting, but once again, not my style. But it does give me an idea for something else, but that would be a long way off as my 3D designing skills are practically non-existent. Needless to say; thank you all once again

77 Replies 154,678 Views

First of all, changing the capital ship population cap is pretty easy, I've seen a few mods all changing it to different amounts. If you want to know how to do it, just ask, or if you really don't want to play around with it, then ask someone on the forums to make a quick pop cap mod. I've done it before for someone, only takes a few minutes or so. As to the slow down, I don't know how much the cap is, but increasing the number of ships will takes it toll on the comp eventually, no matt

1 Replies 2,315 Views

I've been using Notepad up until now, but with all these positive comments about NP++, I will give it a go.

17 Replies 11,762 Views

[b]@ Grayhorse[/b] I played SE5 for a little while, and just started to mod it before I moved on. Was a great game, but the AI let it down. [b]@ Wimlore[/b] Interesting idea, not the next update, but possibly a future one. [b]@ Grave110[/b] I did play TA, and I know exactly what you mean. I used to love the Seven Islands map. I have something similar on the way, check the end of this post. [b]@ Varelei[/b] Nice idea, once again, I have something like th

77 Replies 154,678 Views