DANMAN3712 DANMAN3712

ASK DANMAN - Question and Answer

ASK DANMAN - Question and Answer

DANMAN GAMES

http://www.danmangames.com

Greetings All!

Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole.  While I learn stuff everyday, I feel like I can teach and answer questions as well.  People have helped me along the way, so this is my way of giving back to the community.  So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know.  Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge.  I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history.  I have a Marketing and Sales background, with a specialization in graphics and art.  I also know modeling programs, but use 3D MAX specifically for modding.

So, I leave it up to you, the modding and gaming community.  I will be listening....

DANMAN

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Reply #301 Top

DANMAN Sir, Hope all is well.

I've made a 2nd teir Kol and tied it to research to make it a mid game upgrade of the reg kol.  What I'm looking for is an easy way to make it visually different. Make one a bit smaller or one a bit larger. Or anything along those lines. Something where I can just change the a value to make it happen.

Reply #302 Top

Quoting ratchit01,
reply 18
Is it possible to convert minidumps to text?

Yes, you need to go to Microsoft's website and download their DEBUGGING TOOLS.

End of quote
OK! Thanks. I'll check it out. Oh and I just changed my user name if you were wondering, the old one was actually my wifes that she no longer used.

Reply #303 Top

Quoting DANMAN3712, reply 25
Have you installed the NET framework from Microsoft?  You need at least 2.0 for the Galaxyforge to work.

 

DANMAN
End of DANMAN3712's quote

I tried to install it, but a message says it's part of my operatting system.

Reply #304 Top
So, I managed to get the mod I was making to work, and that was to make a research-able Super carrier prototype available in tier 4 right above the demolition bots. However on the research tree, the pictures in many of the other research options have either swapped places or no picture appears at all, even in the weaponry and defense, ballistics and structure blocks, which I didn't think I touched. They still function normally, and the pop up description for the researches is correct, but! Any ideas as to why this is happening? Eventually I plan to give the other races a super carrier as well, and use some models I've created for the super carriers for each race. http://img195.imageshack.us/img195/4861/capmod.jpg Hmm! for some reason my paragraphs all merge into 1 when I reply or make a post. Anyway I figgered out what I did wrong. Some how I got my "research Icons" file from 1.17 mixed up with the one from 1.03. OOPs! Good times all!
Reply #305 Top

ok is it possible to get rid of the 100% chance to hit and get rid of the goofy looking missle turns when one misses a ship and comes back around?

Reply #306 Top

got a question is it possible to have a ship spawn a structure say a defense turret and have its tactical slots counted for that gravity well?

Reply #307 Top

Where do you cut on the show errorstrue?

 

 

Reply #308 Top
- is it possible to get rid of the 100% chance to hit

Yes, in the gameinfo folder, open the "Gameplay.constants"... seek the section "damagedata"... you can change the various "ChanceToHitTargetType"...

- get rid of the goofy looking missle turns when one misses a ship and comes back around?

Not sure about it but try to modify in the ship entity file the values "missileStartTurningDistance", "missileSlowTurnRate", "missileMaxSlowTurnTime"... in theory, if missile can turn more fast, they will not miss ship...

- is it possible to have a ship spawn a structure say a defense turret

Yes, the Dolnyck Stargate mod have ship who can spam turret, hangar, etc...

- have its tactical slots counted for that gravity well?

Don't think so... in my previous example, the Stargate mod, the spawn of structure don't use tactical slot but use ship point... advantage is that you can build these structure everywhere, around a sun by example... since it is a ability, you will not be able to build in place where ability are dissable...
Reply #309 Top

Another question- I downloaded a bunch of maps and put them in Enchrenchment's Galaxy folder, but no luck. I keep hearing something about changing the manifest, but I have no idea what this is.

Can anyone here explain this to me?

Reply #310 Top

the maps SHOULD go in the userspace galaxyforge folder which is beside the mods-entrenchment v1.0? folders, NOT the program files galaxy folders.

if you place maps in either of the program files galaxy folders then YOU MUST EDIT THE galaxy.manifest in the entrenchment folder which is VERY CaSe SeNsItIvE.

harpo

 

Reply #311 Top

ok yet another question of mine are there any limits to the number of classes of ships? (ex a race can have  4 different frigates classes, 5 cruisers classes, 4 capship classes, can i change this to have say 7 frigate class, 8 cruisers, 6 capship class?)

Reply #312 Top

Quoting harpo99999, reply 10
the maps SHOULD go in the userspace galaxyforge folder which is beside the mods-entrenchment v1.0? folders, NOT the program files galaxy folders.

if you place maps in either of the program files galaxy folders then YOU MUST EDIT THE galaxy.manifest in the entrenchment folder which is VERY CaSe SeNsItIvE.

harpo

 
End of harpo99999's quote

 

This is something that's been confusing me- I keep hearing that I need to edit the galaxy.manifest- but I'm never told how to do it. I've never heard about it before.

Reply #313 Top

Vunda, you can have up to 9 ships of each class. There used to be a hardcoded limit on cap ships but I think it was removed in Entrenchment.

Reply #314 Top

cooljedidude you should NOT have to edit the manifests unless the maps only work in the galaxy folder(which is extremly unlikly), the maps SHOULD be placed in the galaxyforge folder next to mods.

assuming you have sins 1.17/entrenchment 1.03,  the galaxy forge maps NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

also the galaxy forge maps only show up in the galaxy forge tab of map types

harpo

 

Reply #315 Top

Quoting harpo99999, reply 14
cooljedidude you should NOT have to edit the manifests unless the maps only work in the galaxy folder(which is extremly unlikly), the maps SHOULD be placed in the galaxyforge folder next to mods.

assuming you have sins 1.17/entrenchment 1.03,  the galaxy forge maps NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

also the galaxy forge maps only show up in the galaxy forge tab of map types

harpo

 
End of harpo99999's quote

I did that, and nothing happened. I tried moving them, and extracting them. One more thing- I never saw a mods folder, if that's important for any reason.

Are you sure? I created a Galaxy Forge map back when I had the Vanilla version, and it was placed in the "Small" tab.

Reply #317 Top

I did that, and nothing happened. I tried moving them, and extracting them. One more thing- I never saw a mods folder, if that's important for any reason.

Are you sure? I created a Galaxy Forge map back when I had the Vanilla version, and it was placed in the "Small" tab.
End of quote

you would have placed themap in the program files galaxy folder which was the correct location before 1.16 vanilla/entrenchment 1.02.

for 1.16/entrenchment 1.02 and later   the galaxy forge maps NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

and the maps in the galaxyforge folder show up on the galaxyforge tab.

if you are still deadset on placing the maps in the program files galaxy folder I suggest downloading the map updater 1.1.8 for my little galaxy manifest manager program which rebuilds the galaxy manifest in the entrenchment folder.

harpo

Reply #318 Top

does anyone know the purpose of 401021's post?

Reply #319 Top

I would presume his purpose is to be a total dick.

Reply #320 Top

Oh my goodness, I figured it out, at long last!

I just kept putting them in the program files spot. Now I just need to update the maps themselves, or get already updated maps.

 

That post certainly doesn't relate to anything. I'm guessing it's someone who just wanted revenge over a personal issue, or someone who's jealous for some reason. Don't pay any attention to him.

Reply #321 Top

Quoting dresda, reply 18
does anyone know the purpose of 401021's post?
End of dresda's quote

I am honestly questioning that guys mental state. I think he just wants to be a troll like strikesback5.

Reply #322 Top

@401021

While your rant was well written and very entertaining, was there truly a point anywhere on its vast horizon.  Somewhere there is a keyboard crying from overuse.  You apparently made it your daily goal to flame Danman and his entire team, myself included, who you know nothing about.

I vouch for myself and all other artists working on the 7DS mod at this time, we do not add models with insane poly counts, nor do we use MSPaint for our textures.  While some of the artists are still rough around the edges, they are polishing up, and that's generally the point to being an artist on a game mod, if they were professional level they'd have a job in the 3D Graphics Industry.  Oh, wait, one of our artists does have a job in the 3D Graphics Industry.  I myself have my name associated with over 30 mods across 5 different games.

In closing, do your research, understand that generalized uneducated statements make you look a fool, and don't hide behind a newly made name if you're going to rant thus.  Maybe you've done a mod for SoaSE that blows 7DS out of the water,but by choosing to be anonymous, we'll never know that.  More than likely though, you're just another scared teenager with no skill choosing to forum troll.

Reply #323 Top
Doe's anybody know if it possible to convert AutoCad dwg. files into jpg. or other formats, so that I may Rotoscope them into softimage mod tool. I have "Image Converter Plus" but can't seem to be able to do it with that. I just find using Cad a lot more precise to use than Gimp and other image tools.
Reply #324 Top

You may have better success with Solidworks, as that is a engineering program like Autocad, and may be able to import the model, then export it as an OBJ file..

 

OTHER than that, how many models do you have?  I have 3D MAX 9, and it can read Autocad files.  I can convert them for you, but I can't take on that many right now.

Just let me know and I'll try to help out.

 

Cooljedidude, glad you figured it out!

 

DarkCloud - you will need different sized meshes of course, and then edit the enitity file to include the new meshes.  If you need a guide, look at the StarBases and see how they are configured, and try copying what they are doing.  That is the easiest way.  You will also need to creat researches that you can then associate to the entity file, then then add those researches to your race's player file.

Let me know if you need more help.

DANMAN

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Reply #325 Top
Oh! I have 4 models in xsi that I'm reasonably happy with. I was looking for a better way for doing sketches so to speak, for a foundation to make models off of. I can use pictures from screen shots, but it's hard to find a clear picture a lot of the time with the back ground and lighting and textures and all, and it can be tricky to aline them perfectly front on and side on etc. I haven' drawn anything on Cad yet, was seeing if it could be done first. But thanks for the offer DANMAN. This 3D MAX does it come with a free student version like AutoCad and Mod Tool. Edit;Disregard this last question, just found out its a 30 day trial. Anyways thanks for the info. cheers!