Wiki Update. I have added several wiki pages that detail the syntax for the supported entity files. http://code.google.com/p/soaseplugin/wiki/Syntax (Or see link above labeled Syntax ). The wiki pages are dynamically generated from my entity definitions. You can dive into these and see what are the supported fields values, etc. As they are d
ZombiesRus5
@SuperZERO0 Trust me I'm no expert. But if you look at the nm for the Halcyon you will see where the depth is applied for this image. It was my understanding that sins uses the nm for depth and the cl for color. Additionally when you paint with depth in 3dcoat the lights and darks for raise and lower are exported into the normal map. The depth in the image I had above all came from the normal map. Corresponding depth in CapitalPsiCarrier-nm.dds: <img src="http://dl.dropbox.com
[quote]Value "Strong vs. Ironclad."[/quote] lol, I like this :P
[quote]This would fit with the other ships like the Halcyon and Revelation that buff different parts of the Advent fleet. Combined with the Bombardment research this would make a nice improvement to Advents bombarding capabilities. Could be done with guidance...[/quote] That would be fine too. I just think this ship would benefit from a passive cooldown for bombardment that synergizes with nearby ships.
[quote who="Pbhead" reply="2" id="2687799"]ya, if you use it right... it gives... i wanna say 75 fleet supply worth of stuff. [/quote] First level is 45-60 fleet supply. Second level is 75-90 fleet supply. Both tiers have the same randomShip weights. Light - 2 LongRange - 6 Heavy - 6 AntiFighter - 3 Carrier -5
[quote]I dont understand the changes to clairvoiance on a conceptual level... increase in bombing damage? [/quote] I get wanting Advent to have a better sieging option. Personally I would be for dropping clairvoyance all together and adding a passive abiltiy that synergizes with other ships currently bombarding near the Revelation (i.e. x% per level in either cooldown or damage or both to any ships near the Revelation). This would fit with the other ships like the Halcyon and Rapture
[quote]Just finished the textures on the a Capital for the next part of Alliance, Hidden Agenda's. I still haven't put this in game yet as I'm still trying to work out this depth baking issue. My cl file just seems flat when its exported.[/quote] I believe this is correct. All the depth elements should end up in the normal map which can be converted to dds format for applying the depth in sins. Here is one I putinto sins with the burned bump map. <a href="http://i951.p
[quote]If there are multiple bad references in the SoundEffects.sounddata then thats what we should fix. As a temporary measure I would add the effect and change the count but use the same .ogg file for ALT1, then anyone can easily add there own sound.[/quote] Yep, the funny thing is they have the actual ogg file for that sound. It's just not mapped in the SoundEffects.soundData file.
Feel free to post any of your models here ( Show off your Sins model ). I just started modeling last year, it's a lot of fun. Keep of the good work and look forward to seeing what you can get in the game.
Added another missing soundData entry for sound "WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1". There should be antry for this sound in SoundEffects.sounddata which is referenced from three of the Phase entities.
Missing a sounddata entry for WEAPON_PHASECAPITALWAVEMEDIUM_MUZZLE_ALT1 in SoundEffects.soundData. Affects CAPITALSHIP_PHASECOLONY.entity, CAPITALSHIP_PHASESCOUT.entity and FrigatePhaseHeavy.entity.
[quote who="Syneptus" reply="96" id="2684131"]Reply #86, ZombieRus5. That one is the ship in the pictures that you sent me? [/quote] Yes, that is indeed the one.
More progress on my Blue Ardadia [e digicons]:P[/e]
Here is what I have so far. Although it still has the issue if a pact is made with the same alliance type you get the corresponding pact bonus whether it has been researched or not by your ally. I wish pacts weren't locked down to the three races as I really wanted to add on two new races with unique pacts. My other option is to go back to reusing the existing pacts which isn't nearly as fun. <img src="http://dl.dropbox.com/u/5790092/Temp/pacts2.jpg " alt="" width="699" height
[quote]My problem is it appears that alliance types are hard coded to existing pact types only. I can setup my race specific pacts to re-use the existing alliance types which wouldn't be too bad, but... [/quote] Ughh, not being able to add new alliance types really blows. Here is my current issue in a nut shell. Added a new supply pact that increases capital supply (allianceType=SupplyPact). Works great, except if you ally with a TEC player. Why, because he also has an
I'm pretty sure the researchScreenData is hard coded to the enumerations: Combat, Defense, NonCombat, Diplomacy, Artifact, and Fleet. I've ran into a similar problem trying to add new pacts ( https://forums.sinsofasolarempire.com/385836 )
No they don't, but there is an indirect solution to the problem. Look here for a recent discussion... https://forums.sinsofasolarempire.com/378084/get;2595664
[quote who="kyogre12" reply="79" id="2681539"]Oooh, new version, excellent! [/quote] Yep, nothing too major and should be backwards compatible, let me know if there are any issues. I'm working on the definitions for some of the other files like the galaxyScenarioDef.
[quote]I'll be available friday, saturday, and sunday...I don't know who else will be willingly or able to test...[/quote] I should be available one of these days as well.
Updated for version 0.5 ( Downloads ) Added custom perspective for Sins of a Solar Empire. Added custom icon for Sins of a Solar Empire files. Added text editor extensions to automatically map str, entity, constants and galaxyScenarioDef to open in the Eclipse Text Editor. Added support for placing mod files in sub-directories in the Eclipse project. For example path<a h
[quote quoting="post"]I have a few questions. First, is it possible to add weapon types without replacing anything already in game? Second, can the "statCountType" be changed to allow for new structures or ship types? Also if anyone can explain how the pirate data in the .constants file works I'd appreciate it. Aside from that, does anyone know the hardcoded limits (assuming there are hardcoded limits- my only experience is with Medieval 2) i.e. max number of enti
[quote]Zombies are you going to add this mod and help test it when you're online? You'd be very welcome, a large part of the concept of a community mod is having a range of opinions based on continual testing. Ideally players should be able to test the mod whenever they're online- especially those who've played enough of 1.19....[/quote] Sure, I wouldn't mind helping out with the testing. Right now it appears the mod is fairly closed from a development standpoint. Has there been any t
Hey Origin, I think I played with you yesterday. If you plan to purchase Diplomacy you will need to purchase Entrenchment (i.e. Diplomacy requires Entrenchment). The online community is slightly higher than Vanilla/Entrenchment although not by very much with all the sales for Vanilla. However, there are larger games in diplomacy 4v4 or 5v5 and they tend to start up regularly. I would go ahead and purchase Entrenchment until you save enough to add Diplomacy. The Entrenchment fe
Are you a troll? It sure sounds like it. By the way you would only be out 10 dollars if you had already purchased the original and entrenchment being as you said these worked fine. Unless you bought Trinity, then that would just make you incompetent to deliver this review.
I'm going to try texturing the blue arcadia in 3d-coat too. One thing I've found so far is the automatic uv-mapping feature appears to create odd seams for some polygons in Sins. I had to manually map the LRF I created that purevenom is using to avoid that problem. I did however texture the model in 3d-coat which seemed to work really well. I want to try creating a high poly version of the lrf and burning a bump map to see how that turns out on the model. I'm still experimenting too, hopefull