[quote who="Bamdorf" reply="4" id="3711139"] And has been mentioned, it didn't actually seem necessary from a morale viewpoint. Whereas splitting up your empire in Stellaris is kind of a necessary evil. I don't like it in that game either, as it creates more headaches than it reduces micro, and I like it even less in that game, as I must use it. I think there is a seed of a good idea here, but it needs massive restructuring. Definitely don'
prbeeney2
So, I've tried digging around the XML files, to no avail, but what I wanted to do is change the date stamp so that it would progress by a month every turn instead of a week. Cause the progress we see in terms of a year (multiplying populations, massive expansion, etc.) does not seem realistic for one year. So I wanted to change the timestamp so that twelve turns would be a year, indicated by the date. To be clear, I want to change the timestep, not disable it, I know I c
[quote who="JerkClock" reply="9" id="3709569"] Quoting AdamMG, reply 8 It seems to me that the planet limit is a soft limit, not a hard one. You can have N planets without governmental unrest, any more than that and your citizens will complain that they are not being represented. <
Not sure how an elective democracy transitions to a corporate media conglomerate, though...... Information Oligarchy; call me traditional, but isn't an oligarchy usually NOT democratic??? Don't get me wrong, they sound cool. The explanation why, though, is......hmmm?? Maybe more choices for a variety?
[quote who="1Wildcat" reply="14" id="3709051"] Noticed that playing on 3.0 beta that a "Breadbasket" planet doesn't have an arable land tiles. Shouldn't a "Breadbasket" planet be covered in them? [/quote] That is what logic would suggest.
[quote who="Schaefespeare" reply="12" id="3708821"] Yes I would like this if it meant there were fewer "Dead Planets" with the new types replacing those removed instead. I also look forward to being able to Mod some of the xml.files, particularly wanting to be able to not have each type of "terraforming" just giving only an extra useable Tile/Hex when settlers would re-use the the new technology on other suitable sites [Tiles/Hexes]. This would
Question; can these arable land plots regrow? Like if they are destroyed in an invasion, am I gonna have to deal with a big die-off, without any ability to stop it? Alternatively, can you "re-build" these plots on planets where they are destroyed/bulldozed?
I wanted the Colonial and Cylon races converted so i could change the max capital ship slots. you use a lot of 'k's when your annoyed lol
I saw that you changed your signature to frustrated ghost NON-subscriber. I take it that means i'm out of luck for now?
Path___REG_SZ___C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion and not, not really a modder, yes just a computer user. (The double underspace indicates column breaks)
We this might be problematic; there is no hklm.
How do i check the registry entry in HKLM>Wow6432Node>Stardock>drengin.net>sinsrebellion??
Does the Converter file need to be in aspecific location for it to work? Maybe thats the issue
How do I get past the registry error, then?? Really appreciate the help
I tried it just now, got the same problem. I do have an idea, though. Sins of a galactic empire has the exact feature im looking for, so maybe if a take the file out of there and put it in place of the RESEARCHSUBJECT_MAXCAPITALSHIPS0, change the name so as to not interfere with the path, and delete the original, would that work???
I tried running as administrator, still happened. I have Windows 7 with VIPRE. Vipre is touchy, so it's probably whats stopping it.
Nah, its fine. I do actually understand it better. I tried the one from post 208, but when I open it it says 'registry error, unable to access the registry' do i need to put the 'ConvertData_Rebellion.exe' in the mods im changing? Thanks again
It's a rebellion mod that I'm trying to change, an it has the path desktop/documents/my documents/my games/Ironclad Games/Sins of a Solar Empire Rebellion/Mods-Rebellion v1.82 It's not my own mod and There is no path to original mods because I have none. I changed the 'debug' and left the 'damndebug' alone, but it said there was no conversion file 'ConvertData?OriginalSins.exe and closed the program. Should I be using your original one or a newe
So I just delete the lines that just say 'Debug' and 'damndebug' from those two and it should work? Also, due to some weird steam thing (I think) all the mods are kept in 'my documents' separate from Windows 7 (C:). Would i just copy the mods, alter the copies, then replace the originals with the copies?
I am trying to modify a single file from ZombiesRus5's Sins of the fallen mod, and I am unable to do so with the converter. It works fine but when I hit Convert now, I get a 'not responding' message. My paths for Sins doesnt conform to the instructions (I have steam and get sins through that) so that might be the problem, or my computer might just not be strong enough? Please help, I really like this mod and I would like to play it at it's (to me) fullest. I'
Which version do I use? The instrustions are not comprehensive on the page, and there is no readme, and the 12 different applications is confusing. No I am not a modder, thanks for noticing.
Does it work with mods? because I'm trying to change a mod, and I don't understand how any of this stuff works. I just want to increase the capital ship limit in Sins of the Fallen Fall of Kobol mod.
Can i get help modifying one of the gameinfo files? Im trying to increase the capital ship limit, but when i open it on anything, i get something similar to this: BIN R e s e a r c h S u b j e c t - H U D I C O N _ R E S E A R C H S U B J E C T _ M A X C A P I T A L S H I P S C Y L O N 0 - H U D I C O N _ R E S E A R C H S U B J E C T _ M A X C A P I T A L S H I P S C Y L O N 0 / I D S _ R E S E A R C H S U B J E C T _ C Y L O N _ M A X C A P I T A L S H I P S 0
Can we get hanger modules? that would be freaking awesome. Could we also not have troop numbers in the billions? that always bugged me that a troop transport can carry a billion troops with inly 2 troop modules.