Search found 231 matches

by Aekar
Thu Jun 28, 2018 10:33 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Wiki and resources are much better!
Replies: 0
Views: 1610

Wiki and resources are much better!

When I started modding just after Sanctus Reach release, I do not remember having a documentation as clear and comprehensive as what we currently have.

Thank you for having updated the wiki and linked several more resources.
I will use this thread to send some more feedback as well!
by Aekar
Thu Jun 28, 2018 9:40 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Any great mod out? what is modding situation?
Replies: 2
Views: 2428

Re: Any great mod out? what is modding situation?

Thanks for your feedback Parallax! I hit a number of difficulties last year, mostly related to limits and attempts at getting through. I see a new documentation on Slitherine game wiki ( http://www.slitherinebravo.net/GameWiki/doku.php ) that the devs mentioned. I hope to get further thanks to it! T...
by Aekar
Thu Jun 28, 2018 1:13 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Any great mod out? what is modding situation?
Replies: 2
Views: 2428

Any great mod out? what is modding situation?

Hello Modders and Modders fan!

I have been out for a year.
Coming back I see excellent expansions but am a bit in the dark for great mods.

Is there any campaign mod or faction mod you play?
Anything of note being out?
Any feedback from modders especially?
by Aekar
Thu Mar 02, 2017 6:35 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: New vehicles in Squads.csv, sounds not working?
Replies: 2
Views: 1776

Re: New vehicles in Squads.csv, sounds not working?

Thanks Mophead!
I'll try these ones.
by Aekar
Thu Mar 02, 2017 7:56 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Our Contest scenarios: what we liked when making them
Replies: 6
Views: 2243

Our Contest scenarios: what we liked when making them

I think we should keep some mystery on our entries until the contest results are displayed but I hope they had many contestants! In my case, I did not focus much time on editor graphic features with tiles. This is because the map generator provided some nice settings already for my story. I also mad...
by Aekar
Thu Mar 02, 2017 7:27 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: New vehicles in Squads.csv, sounds not working?
Replies: 2
Views: 1776

New vehicles in Squads.csv, sounds not working?

I put a new Swiftclaw in Squads.csv to make new stats for it. Its reference is "VI_SW_Swiftclaw" but this point is rather not relevant. It uses the same asset filename as the default swiftclaw so texture etc is working, and sound should. It also has the same weapons and everything but its size is th...
by Aekar
Thu Mar 02, 2017 7:20 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: How to: have more than 8 men per squad?
Replies: 4
Views: 2929

Re: How to: have more than 8 men per squad?

Thx Pip and Mophead. Well I did not have the time to find a fix for the contest scenario, so I had to quickly rollback to 5-men units. It immediately makes everything stable. I'll post here again once I find a workaround, but if you come to any more information or if someone finds out I'll be very g...
by Aekar
Wed Mar 01, 2017 9:26 pm
Forum: News & Announcements
Topic: Sanctus Reach - How to use the editor and a CONTEST!
Replies: 18
Views: 22204

Re: Sanctus Reach - How to use the editor and a CONTEST!

Entry is warping into Slitherine's inbox!
by Aekar
Wed Mar 01, 2017 7:51 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: How to: have more than 8 men per squad?
Replies: 4
Views: 2929

How to: have more than 8 men per squad?

In my scenario I tried to stay good with the books and to set a 15 men count on Bloodclaw squads. Then 10 on Grey Hunters, 5 on Long Fangs. To make room I also halved Unit Size. I put this in Squads.csv by creating new units, and used them in the Editor only. The game turns out only showing 8 units....
by Aekar
Tue Feb 28, 2017 9:28 pm
Forum: News & Announcements
Topic: Sanctus Reach - How to use the editor and a CONTEST!
Replies: 18
Views: 22204

Re: Sanctus Reach - How to use the editor and a CONTEST!

Contest day!
Keep strong all modders!

I'll do my very best to send the content tomorrow evening!
by Aekar
Tue Feb 28, 2017 6:31 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: [Mod] W40K Dynasty - All Chaos and Space Marine factions
Replies: 17
Views: 9589

Re: [Mod] W40K Dynasty - All Chaos and Space Marine factions

I updated all units and unit names. So far the most stable new units are Emperors Children units, as they have their textures and own stats. These enemy units are used in campaign skirmishes and the most working. Others have various texture problems and act currently more as duplicates. For some rea...
by Aekar
Tue Feb 21, 2017 7:12 pm
Forum: News & Announcements
Topic: Sanctus Reach - How to use the editor and a CONTEST!
Replies: 18
Views: 22204

Re: Sanctus Reach - How to use the editor and a CONTEST!

Indeed Sergent: the contest will select the scenario with the best story, gameplay etc ; and if large mods can contribute to a good gameplay it is only much further down after weeks of testing, fixing, balancing; and all these only begin once they are complete... many of these projects are just left...
by Aekar
Mon Feb 20, 2017 2:26 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Patches modify Data scripts, how to keep our mods valid
Replies: 1
Views: 824

Patches modify Data scripts, how to keep our mods valid

For extensive mods we also make our own versions of a few scripts. For instance my campaign has its own versions of: Data/Battle/Scripts/MapGenerate2.bsf Data/Scripts/ScenarioTools.bsf The new scripts are in the My Games/SANCTUS/Campaigns/... files as recommended. This is a convenient way to edit a ...
by Aekar
Mon Feb 20, 2017 1:37 pm
Forum: News & Announcements
Topic: Sanctus Reach - How to use the editor and a CONTEST!
Replies: 18
Views: 22204

Re: Sanctus Reach - How to use the editor and a CONTEST!

Sorry maybe my english was confusing. I meant: are we authorized to modify the scenario with manual scripting, or must we only use what the Editor itself allows us to do. To provide an example: With Editor we can use existing unit types and content, and create our own events, map and combat setup. I...
by Aekar
Mon Feb 20, 2017 12:07 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Squads.csv - number of possible units (currently 128)
Replies: 7
Views: 2211

Re: Squads.csv - number of possible units (currently 128)

While testing with AddAttrib it seems that only 6 attributes are possible before new ones are canceled. For instance that works: AddAttrib("ModTOC_unitPool") ; AddAttrib("ModTOC_accuracyBonus") ; AddAttrib("ModTOC_meleeSkill") ; AddAttrib("ModTOC_ballisticArmour") ; AddAttrib("ModTOC_armour") ; AddA...
by Aekar
Mon Feb 20, 2017 10:39 am
Forum: News & Announcements
Topic: Sanctus Reach - How to use the editor and a CONTEST!
Replies: 18
Views: 22204

Re: Sanctus Reach - How to use the editor and a CONTEST!

Thank you for this contest!
Can we mod our scenario as well, to make a showcase of the power of Slitherine scripting, or must we only use the Editor?
by Aekar
Mon Feb 20, 2017 10:37 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Squads.csv - number of possible units (currently 128)
Replies: 7
Views: 2211

Re: Squads.csv - number of possible units (currently 128)

Took a week break! Back at year 40,000. So I tried that command: AddAttribArray("ModTOC_UnitBaseStats") ; ... and it failed with a warning. ("Failed to add AttribArray") Consequently of course when I try that: (with a valid idUnit) SetAttribArray(idUnit, "ModTOC_UnitBaseStats", 0, 0) ; SetAttribArra...
by Aekar
Mon Feb 13, 2017 9:25 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Squads.csv - number of possible units (currently 128)
Replies: 7
Views: 2211

Re: Squads.csv - number of possible units (currently 128)

Now I understand better! I had that error: ERROR Too many value ATTRIBs defined in the squads file. Max is 128 I now understand this is the number of columns instead of the number of lines. It still sounds like a problem to me; I wanted to add custom attributes. The original game actually has 143 at...
by Aekar
Sun Feb 12, 2017 10:31 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Squads.csv - number of possible units (currently 128)
Replies: 7
Views: 2211

Squads.csv - number of possible units (currently 128)

Currently the max number of units in Squads.csv is 128. I just have hit that limit because I had to combine existing units with the new ones. For mods which alter current units and add new factions as well, this is slightly under the needs of the mods. Could it be increased to 256, 512 or 1024? Or w...
by Aekar
Fri Feb 10, 2017 7:56 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: [Mod] W40K Dynasty - All Chaos and Space Marine factions
Replies: 17
Views: 9589

Re: [Mod] W40K Dynasty - All Chaos and Space Marine factions

I noted that Mophead! That a good advice. While digging the lore of Chaos and Space Marine I found numerous incentives to use individually for the presence of so-and-so faction on the planet, but am still lacking for half of them. What you suggested shows a nice knowledge of 40K Lore and is in the r...

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