Well I've been talking to Stardock Support about when I bought Sins on release and it used my Paypal email instead of my Stardock account. Yes the game ran fine (when ran from a shortcut) but it didn't validate in SDC but it did download via it. I can play online and everything. Contacted them and the game now validates under my SD account but for some reason my serial key still refuses to work with the Sins updates validation as I think it's still thinking that it's using my Paypal ema
Varsh
Well as I was redownloading I did actually check every directory associated with the game and lo and behold I found an odd mesh file which should've been in the mods directory was in my installed mesh directory... So to those modders out there, double make sure you put the files in the right place! I feel like an idiot. Thanks. ^^;
Your save games will still work fine.
Ok I know I make mods for Sins but that's purely in the mods directory which effectively shouldn't affect the game right? Well here's the problem. As I enter online I got to join a game hosted by my friend but I can't join. Initially thinking it was him because he used a hard mod that wasn't in the mod directory. At this time he was unable to join games and I was. Sp after he reinstalled he could finally join other people's games, but now I have the problem. I delete all of my mods, reins
Yeah it's all via the BETA tools at the moment but it isn't as hard as you think it is to mod, it's actually very easy to do despite not needing any mod tools as such.
Excellent. You guys read my mind except I don't have a clue how to get something like this work so superb news. Can't wait for you to eventually manage to edit the files fully. ^_^
Skyline, mind if I use this on the Wiki pointing to this thread?
It's certainly possible to do the income via destroying other ships as this is how the pirates system works and if the player plays as the pirates, the problem being the point where this game is so expansive that if you were to lose enough ships then it simply isn't possible to get back into the game unlike WC3.
Well as long as people use it then it should grow and become a central resource for tutorials. ^_^
Seeing as the Mods section is now starting to get riddles with the same questions over and over again, I have set up a Wiki for you guys to allow you to add all of your findins, additions, and tutorials on how to create various mods. I am starting to add to the Wiki myself. You need to register first before you can start editing anything. If you do add anything to the Wiki then please make sure to read the 'help' menu on the left first to know the format of adding to the Wiki.
Yes you can change them to the Cruiser or Frigate group but that defeats the point when making substantial mods, the problem is is that if you have a full lot of Cruisers and Frigates, then you'll be stuck with 5 Capitals either way. I'm currently messing around with the page numbers to see what I can muster up.
I used to use EditPlus (if that's what you meant) though now I use emEditor, though NP++ is great as it's free, there's no need to pay for an editor if you're just going to do simple things like modding though so I'd say like the others, go with NP++.
Currently for some reason there can only be 5 capital ships at a time. I'm trying to find a work around at the moment. I have a few ideas but so far a couple of them didn't work.
Well I own an unlimited dedicated server myself so I don't need any funding luckily which is quite a big help. The only question is really knowing what Wiki software to use. Also as for what I am starting to do on my site the Wiki might end up being a good idea to implement. I was thinking of doing this initially anyway though wanted to extend it here too, though if you're going to be having an extensive list of Mod tutorials for multiple games and software then that would be great. Tho
[quote]There is a solid SoaSE wiki already set up - anyone can add a "mods" section to that and get going. I'm not so sure we'll get one set up officially by Stardock or Ironclad.[/quote] This won't just be for SOASE and it'll be strictly based on Mod tutorials not what Mods are available. I know you could add a Mod section to the SOASE Wiki but it wouldn't really be tutorial based.
As we're all starting to create MODs and already have MODs put out, I thought that I might start up a MOD Wiki, what will only be on here are tutorials on how to create the MOD you want. So if you're looking how to add a ship, make a new planet, and more then this is where people can add their tutorials. It will be completely open for people to add to however if you come across any material that is questionable then it must be flagged. I'll be starting it off with just SOASE though most likely a
One thing about the video size, seeing as the hi-res video is going to be 720p, wouldn't it be easier to upload any size to GT keeping it to 16:9? Having it at 640x480 would only cause more headache especially if you're trying to capture the game, you'll find that the picture will be squashed unless you don't mind GT trailer to be sqaushed horizontally? Of course you can still use a widescreen output on GT as well so would that be fine keeping the codecs the same that is?
Considering that even a tank gun can't penetrate water and the shell disintegrates at less than a metre then yeah, water is an extremely good defence against literally almost anything. ;)
It was just a quick rough guide anyway ^^;. Good point about the description though and especially about the Capital Ships however I have an idea about adding more. I'll let you know if it works out. I've completely started my Mod from scratch with a blank canvas so all I have at the moment is a construction corvette and a frigate factory. :lol:
This requires quite a bit of work, depending on how you go about it that is. If you're going to make a new ships then first get your favourite modelling application, export it to XSI (or you can create it in XSI) and save it as an XSI file. Use the converter tool supplied with the Tools and you've got your ship in mesh form. Now this is where it gets important, you must make sure that you name the file unique and the filename is case sensitive so when you come to edit the entity files y
Well I made the model, linked the helpers and exported, but then when I go in game it crashes out so I must be doing something wrong. I take it I must have textures applied to it first? If so where do you place the textures? edit: Well I added the textures directory to the MOD root and it assumingly worked when exporting and I had no errors, but it still crashes when loading a game. :\ Edit 2: nevermind I was being an idiot, I renamed it incorrectly.
Superb, works perfectly in Max 2008 64b! :CONGRAT: Keep up the good work mate as you've just made my life a whole lot easier (and everyone elses). I've just looked over the MOD tools and the game is so easy to MOD that I'm loving it. Going to start on a new MOD tonight so I'll keep you posted if anything doesn't work in this version of Max.