[quote]How in particular do you guys expand?[/quote] Scout (manually) to determine your expansion path which will most likely become your trade line or part of it. Try not to back track your fleet once you establish your expansion path. For example, that roid, volcanic or ice that is only connected to your home planet can be colonized by some frigates and a colonizer frigate. Don't waste time sending your Colony Capital ship and then backtracking to expand outwards again.
ZombiesRus5
[quote] To clear out your mesh files, you'll need to go into the application folder (right click in Impulse, select 'Open application folder'), and there are three different 'Mesh' folders. The first is in the root folder, and there may be two more, depending on which version of the game you have, in the \Entrenchment and \Diplomacy folders. Delete everything in those folders, then right click on the game(s) in Impulse, and select 'Verify Installation'. Impulse will check the integrity o
If you have diplomacy try this mod out by SuperZERO. It adds an additional capital ship to each race as part of the diplomacy tree. https://forums.sinsofasolarempire.com/379701 Cheers!
A simple tutorial for adding custom research buttons. Files needed (*Optional): HUDIcon-Research.brushes Buttons_Research_Normal.tga Buttons_Research_Disabled.tga Buttons_Research_CursorOver.tga Buttons_Research_Pressed.tga * You can also create your own brushes file and texture files, just be sure to add the new brush file to the brush.manifest. Steps to create new button. 1) Find or create 2d artwork for the button <p
What did you need to do?
Here is a screenshot of my prototype Entity Builder/Nature plugin in eclipse. So far so good!
Released version 0.3 which makes minor improvements to the error reporting capabiltiies. I'm also toying with integrating this with eclipse as a custom Builder/Nature. I'm pretty excited about the possibilities of getting that working.
That I have used the hunt and search method and digging in doing the "Trial by Fire" method. It's one reason I built the EntityValidator to help me catch silly mistakes in text editing as their is no real modding editor for Sins.
[quote]Also, any idea where I can find a comprohensive tutorial on Modding? I'm only able to find bits a pieces here and there.[/quote] There a few good links outside of the GalaxyForge tools. This one is probably the most comprehensive in terms of content: [Tutorials] XSI 3D Modeling
I use the Eclipse IDE for Java EE Developers, however, the Eclipse IDE for Java Developers should work just as well. Don't worry too much about the Java part if you don't know the language. The project management features are the main thing to look forward too. I do have some ant tasks specific for Sins that you might also look at too ( https://forums.sinsofasolarempire.com/380774 )
You may also have been playing against an Advent opponent that had Karmic Retribution researched.
[quote who="Twilight_Storm" reply="85" id="2603485"]Adept Drone Anima may have been comparable to Microphasing Aura in the past, but now, it is more comparable to scramble bombers. The only difference between the two is that scramble bombers sends a new squad out at once, and can be used 3 times at once(9 squads for a few seconds at level 3) while ADA has 3 permanent squads out without costing antimatter, and you can choose what they are. Personally, I think the two are right in l
[quote]Does the Akkan's chance to hit increase apply to Flak hitting strikecraft? If so, then that may be why it only goes to 15% max, as I believe Flak has only an 80% hit chance against them.[/quote] Flak have a 75% chance to hit while Fighters have a 65% chance to hit other Fighters and a 75% chance to hit Bombers. Flak would get a 5, 10 and 15% chance to hit increase plus would get the 8.33, 16.67, and 25% range bonus in range of Targetting Uplink. The would also work on Hangars w
The pictures don't show for me :( Forbidden You don't have permission to access /tut_graphics/amazing-starfield-paint-shop-pro-tutorial-step-02.gif on this server. Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
[quote]Is saying "I'm going to kill you" actually assault?[/quote] No, it's considered a terrorist threat. http://www.legalmatch.com/law-library/article/making-a-terrorist-threat.html
I've used many editors and IDE's for application development from vi to complicated IDE's. I've personally used eclipse professionally for the last six years. I also love Notepad++ but it is not a replacement for what a true IDE can bring to the table whether it be a professional development shop or a game mod development effort. For those that might be interested in adopting an IDE for their project development, I've highlighted some of the more useful features that wo
[quote who="GoaFan77" reply="8" id="2601072"]Very nice, I hope to start testing it this weekend. [/quote] Thank you, I look forward to seeing what you think. Also, I released a version 0.2 after running some more passes over diplomacy and a few other mods. Cheers
Player[Name].entity only validates correctly against entrenchment currently. I'm reviewing how to support both. Thanks.
Mod tools released! After lots of caffiene I believe I have a stable version for this tool. I've tested the EntityValidator against Vanilla, Entrenchment, Diplomacy as well as some significant mods that have been released. Some of the results may not be obvious due to the nature of parsing these files but generally if the tool fails to parse the files there may be an issue. It is possible to run the tool in debug to get more information on why the tool failed on the particular
And element validation rules &
Here's a taste of the structure defenitions: <field name="pr
So I tried this against a different mod that had text files published and it worked quite well for the entity definitions I have built so far. As you can see from the results below I don't have the spawn ships elements defined yet for Buff entities as that didn't exist in Sins proper. Other things of note where I'm expecting a Integer it doesn't like Decimals and vice versa. Capitalization is enforced right now on effects and meshes which may or may not be requi
Also missing a string entry for: counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"
I have a set of eclipse and ant based tools for modding with Sins that others may find useful when validating or building their projects. Current Downloads (older downloads: Downloads ) FAQ <a href="http://zombiesrus5.com/wiki/doku.p
The issues below don't appear to cause any in game issues but I wanted to point them out if not already known. Missing sounddata entries PlayerTec.entity, PlayerPsi.entity, PlayerPhase.entity GameEventSound:CannonUnderConstruction "UI_COMMON_CANNONBUILT" AbilityGravityWarhead.entity sound "GENERIC_WEAPONFIRE" (is missing from Vanilla also) AbilityChargedMissiles.entity, AbilityChargedMissilesLight.