Yes I tried that, if I mod the normal start mode nothing happens. However if I change the name of the original to old normal start mode then it reads the one in the mod, if I don't change the name of the original it looks like the original over writes the mod. I find that it only occurs with the start mode files. On another question, how can I get all of the research done in the start mode file? I tried it but when I put the level up to 5 it crashes.
jhkreiter
I finally got the mod to work, kind of, but I can not get the starting assets to change. I use the normal start but it doesn't change them and I tried to do it in the player file but that did not work either. I know my mod is working because it changes other thing in it. Also I seem to have the same problem with adding research. Any Ideas?
This is what it looks like. C:\Users\kritt\AppData\Local\sins2\mods\Vasari Mod>dir Volume in drive C has no label. Volume Serial Number is ACE1-4B86 Directory of C:\Users\kritt\AppData\Local\sins2\mods\Vasari Mod 06/04/2026 09:22 AM . 06/04/2026 09:22 AM .. 06/04/2026 09:09 AM
Nope it is saved like you said. My user name is my email [email protected]
Here is my file { "compatibility_version": 2, "display_version": "0.0.2", "display_name": " ", "short_description": " " }
I tried it and it says it is not compatible, but I have the not compatible mods set to true.
Do I have to have everything in the list? I don't have logos
I tried to go there but there wasn't anything there about modding?
I can't get my mode to work, I have read the how to file and have the .mod_meta_data file in place. Is there a detailed checklist of things I need to do?
Ok thanks
So now that it works how do I get it to spawn at level 10 with my other one?
Found the problem! maxNumLevels 2 maxNumLevels has to be 1.
My code and yours are identical. Is there something else I am missing?
I checked I have enough fleet supply but it still does not work.
How much fleet supply do I need to summon a Titan and how do I check if I have that amount?
The min and max numbers are usage numbers? In other words if I set a min of 0 then I can use it all of the time?
Here is what I got. What do I change and where? TXT entityType "Ability" buffInstantActionType "SpawnShipsAtPlanet" instantActionTriggerType "AlwaysPerform" spawnShipsLevelCount 1 spawnShips minFleetPoints 150.0000 maxFleetPoints 151.0000 requiredShipCount 1 requiredShip type "TITAN_PHASEREBEL" &nb
How do I do that?
I added the ability copied from the fleet beacon and the button appears on the titan factory, I push it and no titan appears. The Ability seems to be working. Is there something else I must do to spawn the titan?
I added the ability copied from the fleet beacon and the button appears on the titan factory, I push it and no titan appears. The Ability seems to be working. Is there something else I must do to spawn the titan?
I put Fleetbeacon ability on the factory and it works with a button. I copied fleetbeacon ability and modified it for my ability and put it in the factory and it did not put a button on the factory. I am missing something here.
Ok I did that but now it does not crash but I do not get the button like on the phase gate.
No do I have to do that?
Ok update. I put the ability into the right titian factory Rebel and when I place the factory the game crashes. When I take out the ability it works fine. I just renamed the AbilityDarkCapitalShip to AbilityDarkTitanShip and saved it in the mods directory but it seems to crash the game if it is put into the titan factory. What am I doing wrong?
I put it on the titan factory and a button did not appear to activate it. I added the AbilityDarkTitanShip and made it out of the AbilityDarkCapitalShip. However no button was put on the Titan factory when I added this ability.