as i recall if you follow the entity file through it leads you to an ability file, and then two buff files, and one of said buff files does the damage. If you specify which race i shall find the proper filename for you.
Terraziel
If you have 3ds Max then there is an importer\exporter script lurking somewhere on this forum, which works perfectly for me.
As i am aware (noting that i use 3ds Max not XSI) there is no Mesh->XSI facility only XSI->Mesh, which would be the ConvertXSI commandline obviously. so for the time being you are out of luck.
Ok we now have a forum [link="http://www.modcraft.net/community/index.php?showforum=803"]Modcraft[/link] Currently its empty, but i shall get some starter topics up, im debating which would be easier, starting fresh on each topic or trying to copy relevant information over from this topic. For the latter its probably better to keep any information copied over limited to our own posts, because that way we are both less likely to miss anything and it means it we arent making judg
Name: Legend Of Galactic Heroes (LoGH) PoC: Terraziel URL: (Hopefully after I've gone and asked nicely) Modcraft.net Info: A Total Conversion that aims to recreate the fleet battles, tactical emphasis and overall atmosphere of the Legend of Galactic Heroes series using SoaSE Link: [link="https://forums.sinsofasolarempire.com/post.aspx?postid=178238&p=1"]Original Thread[/link]
Yeah there are no official translations, it was almost released a few years ago but they couldnt get the interest (largely due to the fact the company in question decided that Only releasing it in a $2000 box set was a good idea) [quote]So what sort of ships are going to be used? I have been going through what videos there are on the web and it doesnt seem like there is too many ships. I have got the cruisers, battleships, and fighter, but I think there must be smaller ships as well as
[quote]Also, does anybody know why the map is inverted when actually playing it? What I mean by this, phezzan is on the "top" of the star.[/quote] Its a quirk of the current version of the galaxy forge, as i am aware there is nothing you can do about it, aside from making all the maps inverted to begin with.
My personal preference would have been to leave the german untranslated as well (obviously now the corrected german), i just wasnt sure if it might confuse people, but aslong as descriptions are in english i suppose it shouldnt matter too much. I had thought about the idea of producing a "unit of ships" rather than producing a single ship, but the only way of doing it [I][B]currently[/B][/I] is very rubbish (this would be including multiple copies of the ship in each mesh file) i
Alright, decide on CapShips/Flagships then emigrate to modcraft then? *laughs* actually before that two things, The name of the mod - because simply "Legend of Galactic Heroes", might seem a bit dull in the long run, perhaps hijack one of the episode names? and somebody feel like throwing together a quick logo? I figure just re-do the frame from the opening credits with the galaxy in the background and "Heldensagen vom Kosmosinsel" over it. but obviously translated in
[U][B]Factions[/B][/U] Yeah making a basic template for each Faction seems a good idea, and would at the very least allow us both to start before having decided, and allow fluidity of the purpose and identity of the sub-factions [U][B]Mechanics[/B][/U] Although the 4X player in me wants to say that we should implement both multiple forms of supply, and civilians as described by Zaphear, (Initially) It may be too complicated both to implement and to play with, but that
@Fattierob, feel free to help anyway you can. For the moment you can just throw in your opinions on the topics noted above. Continuing on [U][B]Factions[/B][/U] For clarity, when i say "factions" i am refering to the FPA and the Imperials, and when i say "sub-faction" i am refering to those that we subdivide the FPA and Imperials into (Possibly). My only "issues" (if you can call them that) with splitting the factions, is how do we split them? by which I mea
The way i see it the only things we need to have atleast the basic idea of before we can start are ( i count this as the stuff to glean from this thread before moving to Modcraft, anything further will get overly convoluted): Factions Game Mechanics (orbital structures, pirates) Ship Design (general roles and uses etc) And then once we have those we can move on to the more detailed parts. which in order for me go Game Mechanics (Economy, Interstellar travel,
[quote]I might be interested in modeling a few ships. Not like a whole time thing, but I might be able to do a few ships. The designs arnt terrible complex. Getting various pictures might take some work, but totally doable.[/quote] "We" shall be thankful for anything you can do, as it stands anything is better than nothing even if it takes awhile. Ok, this has gotten much more response than i was expecting so first i suggest the following things... 1) Is a rolecall,
Having just tested my first guess, The only issue with the ability you posted above is the weapon effect, i dont know what in your weapon effect (i dont have much luck with them). but if you replace the weaponeffect you listed with the default ionblast one the ability shows up.
As it happens i had Completely forgotten that that ability existed. As far as i can tell what you are suggesting should work perfectly, the only things i would say to take note of are 1) the important bit seems to be the entityBoolModifier in the BuffInstantBuildFighterSpawner.entity. The BuffInstantBuildFightersTarget seems to be superfluous for your purposes. 2)It seems to be an all or nothing effect, so there would be no way to only partially replenish the squads of
[quote]but i think, having more sub-maps is better, like the thoughts from the star wars mod, one big complete map for epic month-long struggles, and some sector maps for shorter encounters. like, battle for iserlohn as a playable "scenario" in which you have the iserlohn corridor in the middle, and 2 factions on both sides which makes me think, would it be possible to restrict phase travel? so, that you had lane types which only some vessels could cross, for example a dangerous passageway b
[quote]it's difficult. A lot of LoGh was about tactics and strategy. As it is, the only tactics you'll be using in Sins is "build more ships than you" since it's so difficult to manually assign orders without having them run all over the place, having areas of contest that are puny tiny small with huge round things in the middle that block all movement...[/quote] That LoGH was mostly about tactics has not escaped me, i was going to add to the tactical depth of Sins as much as i could. T
Changing the antimatter cost for jumps is easy, its simply a number in the race entity file, more important is that ships will always jump even if they dont have the required amount of antimatter. And to cover some of the other questions, No the AI doesnt effectively utilise carriers currently (ie retreat to replenish) except when it is actually retreating as a whole, but as soon as we can mod the AI it should fairly easy to help it figure it out. Additionaly i should
1) For my mod I have "faked" the requirement to replenish squadrons from a supply depot. The way I did it was, as you suggested making squadrons cost antimatter, and then additonally removing the antimatter regen on carriers, as ships spawn with full anti matter this means that on first build you get squadrons "free" but should your squads get destroyed you have to retreat to a friendly planet to recharge the antimatter to rebuild them. As far as i am aware this is currently no wa
its defined by the order in the entity file e.g. NumWeapons 2 Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "BEAM" DamagePerBank:FRONT 425.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 4800.000000 PreBuffCooldownTime 7.000000 CanFireA
on the meshes. Short but to the point. more specificaly as a "weapon-1" helper on the mesh
As with many other people I saw Sins and thought that it would make a great game to mod, however being slightly stranger than many of you, the first series that sprung to my mind was Legend of Galactic Heroes, now im not even going to attempt to explain the series, but will atleast say that anyone who likes real sci-fi (The Foundation series, Dune etc) owes it to themselves to investigate it. I had been resisting doing this until the mod tools came out and I could see just how modifiabl
Well the way I'm trying to get the system to work, for a mod (and scenario map) not for Sins "proper", is that refinery ships are the only source of metal and crystal income, adding to this that resource asteriods will only spawn around non-colonisable systems, so will more than likely require defensive fleets. After all that i figure that tweaking numbers will balance out the numbers-economy side of it.
Anyone figured out how to make Refinery ships jump further, and preferably interstellar? Though I get the sneaking suspicion that the "Cargo" roletype inherits its behaviour from the entitytype that spawns it, as the only (consequential) difference between Trade\Refinery ships is the cargoType
As i see it, the main issue with creating a Space Above and Beyond (of which i am a fan) mod, is that from what i can recall there are a fairly limited selection of ships shown. so some of it would have to be made up but keeping with the aesthetic of the races (especially so the silicates if you want them as a playable race, though personally i think a pirate-esque role would be more suited for them)