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by sven
Thu Nov 07, 2019 8:11 pm
Forum: Modding
Topic: Creating new planet types
Replies: 7
Views: 16462

Re: Creating new planet types

Another art question: what's the projection on the planets? The problem I have is that my planet textures look very Mercatory (huge icecaps) while the vanilla SIS planet textures look more like equirectangular, so my new planets in-game look really weird with squished tropics. If memory serves, it'...
by sven
Thu Nov 07, 2019 5:54 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

I have Photoshop collecting dust atm on my system, so now is a great time to figure all this out. Ok, so if you're going to go down this particular rabbit hole, there are 2 pieces that you're missing. One is the .jsx extendscript tools that I use to drive the imports. Um, I'd actually intended to i...
by sven
Wed Nov 06, 2019 6:24 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

In the meantime, I'm off to https://www.amazon.com/exec/obidos/ASIN/8590379868/lua-pilindex-20 . So, as noted on the modding page , SiS uses a modified version of Lua 5.2. Which means the best reference is, perhaps, the 3rd edition of PiL. (That said, the 4th edition of PiL is probably fine too -- ...
by sven
Wed Nov 06, 2019 6:18 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

Which png is the master that dictates the 0,0 ? It's been a while, (for the last many years I've only intereacted with this system through my own high-level asset building scripts), but, I believe all the positioning variables assume a canvas_size x canvas_size canvas. (But some other analysis is d...
by sven
Wed Nov 06, 2019 6:15 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

but could you give me some pointers as to how the engine places the layers on top of each other in layer_info.table. The thing that's thrown you off here is that HawkColony is a "paletted" layer asset. That means that while it's in some ways just one asset, it actually includes 2 differen...
by sven
Mon Nov 04, 2019 11:12 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

Delete PreBuiltArt from your dev machine entirely, just work with the source assets by changing the data in Lua state/Drawers, rely on autogeneration to keep a relatively complete ArtCache directory on your own machine, and then setup your mod installer to replace people's PreBuiltArt dir with a co...
by sven
Mon Nov 04, 2019 10:52 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

* Does the art in prebuiltart need to be rebuilt? Ever? I would guess not right? Hypothetically, it should never need to be rebuilt by a player. And if you're a modder, distributing a modified copy of PreBuiltArt is probably unnecessary. (Unless, perhaps, you're doing something like a total convers...
by sven
Mon Nov 04, 2019 8:59 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

See also this thread.
by sven
Mon Nov 04, 2019 8:53 pm
Forum: Modding
Topic: Question about modding the preBuiltArt
Replies: 20
Views: 38426

Re: Question about modding the preBuiltArt

Hello Just a small question about the difference of the file in the preBuiltArt folder and the files in the luastate\drawers folder (emperors, ships etc). Is the preBuiltArt for the locked races only? The art asset caching system is complicated. Um, I think it may have been discussed in more detail...
by sven
Wed Oct 30, 2019 10:44 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491112

Re: Testing Economic Balance Changes

Lets revise a bit, then. In my game (and in many of the preceding games) the issue was the lack of end-game: the sudden rise of total population through conquest, bringing an abrupt end through Council victory. I never get to duke it out with the remaining AI's, who in the narrative still might see...
by sven
Tue Oct 29, 2019 6:43 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491112

Re: Testing Economic Balance Changes

I love this already. It's elegant and simple, and really adds to the narrative! I've been looking at this more carefully, I'm not certain it's actually a great idea. I mean, I've really put two 2 proposals on the table here. The first was to change the AI's voting behaviors so they don't always bli...
by sven
Thu Oct 24, 2019 3:44 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491112

Re: Testing Economic Balance Changes

I never seem to reach late-game (tech-wise) in any of my playthroughs. Am I winning too fast, or teching too slow? Maybe some of both? Your playstyle is very aggressive, so I think you tend to either win fast or lose fast. On Hard, at least, slower approaches that involve more diplomacy and teching...
by sven
Wed Oct 23, 2019 8:00 pm
Forum: Testing
Topic: Testing Economic Balance Changes
Replies: 268
Views: 491112

Re: Testing Economic Balance Changes

Uploaded game 8691 for review. Humans on Brutal. This is a really impressive game. Nicely done! They're hovering somewhere in the gray zone of being too tough to kill to be fun anymore, though. If they decide to smack you, there's not much you can do about it - the only winning move is not to play....
by sven
Mon Oct 21, 2019 10:17 pm
Forum: General Forum
Topic: Game does not start
Replies: 10
Views: 18341

Re: Game does not start

It's a firewall from 2012 so getting it could be tricky. Maybe there are different ways to block the packets that Windows does differently? Yeah, my guess is that the blocking technique used by your firewall is triggering an error somewhere in the guts of luasocket. It's probably fixable, but havin...
by sven
Mon Oct 21, 2019 6:35 pm
Forum: General Forum
Topic: Game does not start
Replies: 10
Views: 18341

Re: Game does not start

I think I've figured it out. I have a software firewall. It was set to completely block SIS/64. Apparently SIS doesn't like this. If I allow it to access "localhost" it works. Interesting. I'm not able to replicate this behavior using the built-in windows firewall. What firewall software ...

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