[quote who="Spartanz1170" reply="25" id="2733205"]For some reason I cannot open the file, it says it is unknown or damaged [/quote] What tool are you using to open the file? The archive tool you use needs to support .7z (7-zip) format files.
ZombiesRus5
[quote who="ice27828" reply="26" id="2733455"]The problem is from what I can see is that what if the flagship I build isn't the flagship after I start playing, will the flagship status shift to the next ship? [/quote] I'm working around the issue on this by creating a "Flagship" class capital ship. Flagships are stronger more durable versions of thier standard capital ship counterpart that cannot be built from the capital ship factory. From what I can see is the current "
Concept Ship Belial Race: Plague <span style="font-family:
Thanks much! I have some great modellers who have really stepped up for this. I really appreciate them offering their work.
Hey Ryat. Yep, thats a solid way of doing this... I was looking for a way to have a random starting flag ship (see Goal 2). This would lock me into one type of flagship to start with which wouldn't be bad for SivCorps re-imagined flag ships. I was hoping a little randomness to the starting capital ship might be fun for some. This is actually how I spawn the seed module with the ability to spawn the random flag ship. The module then silently destructs (you have to look quic
Concept Ship Invictus Scourge Race: Plague <span style="font-s
[quote]I know this seems like such an obvious question, but I'm going to ask it anyway. Have you actually created the second block in the Diplomacy research field through the player entity, Window, and Brush files? If so, can I see those files?[/quote] I'd really love to know what window file you believe contains block information. Brush files would have no bearing on this. And of course we have added a second block to the player entity file. Here is the section in ResearchScr
Sure thing... [quote] RESEARCHSUBJECT_PACTACCESS_PHASEGATE.entity: ... researchWindowLocation block 1 pos [ 4 , 6 ] ResearchField "Diplomacy" ... [/quote] So in the Combat or NonCombat tree's this would put the research subject icon in the 2nd window in column 4, row 6. The dev.exe doesn't like block 1 for the Diplomacy research field.
[quote]Still, if used within its limits it is quite useful- I've heard you can even spawn cap. ships with this ability, but I don't know how to do that, or even if it's possible.[/quote] This is how I'm creating a single random flagship in my min-mod [MINI MOD] Sins Flagship Mod (Version 0.02 Released) . You can
You're welcome to look at and use anything in this thread I did a while back Starbase 101 .
New features: After working with TrooperScooper7's mod I found the requiredShip tag in spawnShips needs minCount and maxCount so I updated version 0.7.3 to support this. Also, I added a new feature to report when the Research Tier level does not match the Research Block. 8/24/2010 v.0.7.3 Enhancement : Adds tier validation support for <a href="http://code.google.com/p/soa
This seems to look good and I can definately make out the error and warning symbols.
[quote]A suggestion: the new icon for the files, while epic, makes it harder to see the little tooltips, particularly on a large, hi-rez monitor (or tv ). I would suggest either making the icons larger or using contrasting pips for the error symbols. [/quote] lol, I agree. It looked quite awesome until I tried zoning in on errors. I may try the entrenchment or diplomacy icons which aren't quite as loud and the original. [quote]EDIT: btw, I can't figure out the whole Karma thin
I don't necessarily disagree with you that it might be possible... but for the life of me I can't find any reference in any window file that might help in this regard. I've done plenty with the player entity files in a different mod and in this attempt and much like myfist0 to no avail. [quote] ResearchSubject has invalid ResearchWindow block: RESEARCHSUBJECT_PACTACCESS_PHASEGATE[/quote] Is what the dev </spa
I've posted the version v0.7.3 which should help you quite a bit.
I validated yourmod against version 0.7.3 and it took the entity validation errors down quite a bit after removing those false positives. Most are now down to missing or possibly miss-spelled entities. The tier validation is a nice enhancement too as that's not real fun to track down when you have a lot of research files.
[quote]Does minCount and maxCount actually work in spawnShips/requiredShip? I can't find any reference to this is the core sins files. They all use weight in spawShips/randomShip and I can't find any references to requiredShip usage. If it does work I need to update the syntax rules to reflect this.[/quote] Sweet, I've tested this out and it works. I'll update the syntax rules and post that with version 0.7.3. Thanks again!
Ok, got the files and have a couple of questions. Does minCount and maxCount actually work in spawnShips/requiredShip? I can't find any reference to this is the core sins files. They all use weight in spawShips/randomShip and I can't find any references to requiredShip usage. If it does work I need to update the syntax rules to reflect this. I understand you are not quite complete yet and thats ok. But there are quite a few typos and errors tha
BugFix Announcement: I found a couple of issues doing some more testing with the entity validation tool. The first 3 are all pretty much related to the same issue around content assistance and making sure only the end portion of the word is completed. The 4th issue occurred due to trying to optimize the validator and when it is reconstructed. It should now rebuild correctly when Project/Clean... is performed. 8/24/2010 v.0.7.2 <a rel="nofollow" href="http://code
Well, I was thinking about adding new blocks to the diplomacy tab for my technology pacts mini-mod and remembered this thread. It's really dissapointing they hardcoded the defense and diplomacy tree this way. I'm not sure exactly why they thought this was a good idea. I will have to make due with merely increasing the size of the Diplomacy block which won't be as appealing.
[quote]EDIT: forgot to mention, the "SpawnShipsAtPlanet" files are heavily modded versions of the FleetBeacon ability, for spawning merc units. What files do you need? There are a lot of them...[/quote] If you could PM me a link to download your whole mod that would be ok. I can't promise to solve everything, but I'm willing to take a look. I've solved some interesting issues for others previously. [quote]c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\
[quote]that pretty much sums up a ship that launches (mines/fighters/bombers) lolz ships that are actually mines that ram themselves into enemy ships and cause damage... gee that sounds familiar... Zerg Scourge anyone? ramming into enemy ships and watching the fireworks happen [/quote] To be fair... star craft stole this idea from other sources too [e digicons];)[/e]
Content Assitance in action:
Configuring Syntax Coloring: Syntax Coloring in action:
[quote] 1st, have their standard weapons do minimal direct damage, but have damage over time(DoT), to give the feel of the enemies ships being eaten away by bio-plasma. I can see it possibly being a problem though if hte infobox gets filled with miniscule DoT lines, so possibly make the ships' DoT effects cumulative, so you end up with a single large value rather than lots of little ones.[/quote] This is a problem I've been considering recently. The current theme of