As I am making a custom race for my mod, maybe I could post a few how-to guides along with the progress posts. That way those who are interested can see what was done and read how to do it. And I am sure other modders will explain their magic in time. ;) Everyone is probably busy getting comfortable with the system right now. In the meantime, I recommend you just goof around with the files. Best way to learn, at least for me.
ManSh00ter
Blame those pesky programmers, always thinking up ways to make things easy. Why, back in the day, to make a computer work you had to punch holes in sheets of cardboard - with your teeth! Nothing like these youngsters have now. It spoils the lot of them I tell you! ;)
Well, you can't really "ruin" a modding community by having easy to use tools. Those who want to tinker and make silly stuff can do so, and those who want to make badass mods can do so as well. Then one day, when you have a gazillion mods to choose, you turn on the "number of downloads" filter and see who's on top. ;) My first ship model is allmost done, I'm skinning it right now.
You are probably looking at the binary version of the files which came with the game. You have to go here: [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176875"]WWW Link[/link] and download the text version of those same files. There is also a handy .pdf file explaining a few things about modding.
If you mean, unlimited number of ships buildable and buildings orbitable, then yes, but it would bog down your system eventually since nothing would keep AI's from spamming ad nauseaum. Simply remove supply requirements for ships and tactical/logistical slot requirements for buildings and you can build them as much as you want.
Achillus, I'm afraid it doesn't get any simpler than what I already described. Adding/modifying a race is one of the more complex projects one can undertake. Understanding how the system works is crucial if you want to be successfull in it. I suggest you start small, maybe take one of the Player .entity files and make a "mirror" faction. Change all the names and descriptions to make a TEC race with an attitude or somesuch. It is good practice, and it will let you estimate the amount of work need
Notepad, but you have to download the source files in ASCII form, you can get them from here:[link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176875"]WWW Link[/link]
Just be careful not to bog down the system with massive amounts of ships. 1 supply per ship means thousands of ships per faction and the AI *will* build them so... you get the picture. ;) Also, I am not sure of this but heard it somewhere, that different races have different fleet caps for balance purposes - if so keep that in mind if you want to maintain the balance. And lastly, since we cannot unfortunately edit AI behaviour, keep in mind that the PJI's will not stop the AI f
Input negative values. I already did this, you can slow the research and unit speeds to a crawl. :) I believe -0.5 means 50% longer times, -4 400% and so on and so forth.
The engine is very sensitive to syntax errors, it will crash even if something doesn't add up to something else, for example if you change the number of capital ships to 6 from 5 and add nothing else - that's a crash. I looked into this as well, as I also think it has everything to do with entity type. There are probably files still not available to us which govern how fighters and other ships behave, so my guess is we have to sit tight until those are released. I just hope the behaviou
Update: I removed one of the existing capital entries in english.str and now my new capital shows up in the last spot, buildable and everything, no crashes. So it is obviously a UI problem. Which is a bit daft... not having the buttons automatically spill over to the second row. I'll check out frigates, maybe the answer is there.
I tried to recreate the OP's situation, but looks like he did something else, because I can perform those steps without a crash. However, the new ship does not appear on the build menu. I can see no reason for that other than an UI problem. I have found, in english.str, the following lines: StringInfo ID "IDS_UIMAPPINGNAME_BUILDCAPITALSHIP0" Value "Build Capital Ship - 0" StringInfo ID "IDS_UIMAPPINGNAME_BUILDCAPITALSHIP1" Value "Build Capital Ship - 1"<
There is already a ship ingame which fires phase resetting missiles. So I suppose porting that ability to a turret and then modifying it should result in the turret firing phase-disabling missiles...
Right then. To edit the capabilities of your defense batteries, you have to find their files. Vasari missile bays are described in the PLANETMODULE_PHASEORBITALMISSILEDEFENSE.entity file, for example. Under the Weapon section, find the lines DamagePerBank:FRONT 150.000000 - this controls the damage Range 7500.000000 - range, obviously ;) PreBuffCooldownTime 7.500000 - I believe this controls the time between shots Editing the way PJI's behave is a bit
1. Yes, Gas Giants can be made colonizable like other planets, by editing the PlanetGasGiant.entity file. Change values: isColonizable FALSE to isColonizable TRUE if it doesn't work, try changing the line planetTypeForResearch "Uncolonizable" to planetTypeForResearch "Terran" There is also a way to make it "legit" by creating a new research topic for Gas Giant colonization, but the above should work. 2. It is possible to have a planet
The best thing to do (and you need to do it anyway) is to download the modding package, you can find it here: [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=176875"]WWW Link[/link] Read up on the pdf help file, it has a few starter pointers as to how things are changed and such. After that, check out files PlayerPhase.entity (Vasari), PlayerPsi.entity (Advent) and PlayerTech.entity (TEC) to see how they are done. Basically, if you want to just change how thin
[quote]trying to incorporate this into my own personal mod. May i know which files you edited and exactly what you did? thanks [/quote] I will upload my version of the mini-mod later today, and also post here what you need to change to make your own version, if someone doesn't beat me to it. Its actually quite a simple process. Al
You can already start working on adding a new race. If by the "rest of the Forge tools" you refer to an editor which handily removes any need to tackle the various .entity, .mesh, .ogg etc. files, I am not sure they will ever appear. I wouldn't count on such things if I were you. The good news is, creating a whole new race is perfectly possible right now, you just have to roll up your sleeves and dig in the source files. :)
Adding an interdictor would be easy, it's just a matter of importing a model and assigning it to a race with appropriate abilities/buffs. The AI would have to be modified though, to avoid the infamous situation in EAW where the AI kept pounding only on your frontline ships while the interdictor happily sat back and allmost never got hit. However, if we want to be true to the canon, the Rebels *should* scatter when a SSD jumps in orbit. ;)
[quote] yes you are right on that part, but this still means you can only have one mod enabled at a time because everyone you enable overwrites every files. Designing the modding system this way doesn't make sense. It probably won't make me quit modding the game but will definately make me redesign my whole philosphy of having my series be multiple mods (modular). This system just doesn't make sense, makes me think the devs didn't think far enough ahead in their engine design. I can't
Kcissem, that would happen only if you want to make a self-installing mod. Otherwise simply include changed files with installation instructions telling people to copy the required vanilla game folders themselves, then overwrite them with yours. The unchanged files stay as they were, the new ones get added. Voila, no large downloads!
Ah, I see, so the AI does not even attempt to phase out? Though for the future I hope there will be a way to mod AI behaviour to prioritize destruction of phase inhibitor units/structures (and appropriate building of the same). Otherwise this can create an unfair advantage for us humans. ;) For now, my version simply doubles the vanilla delay, as it is more useful that way. I plan to combine it with buffed versions of defense turrets. Should make it possible to blockade a secto
If you did what I think you did, how do you stop the AI from just hanging at the phase threshold, trying to phase forever while you rip their fleet apart? Simply increasing the delay PJI's inflict does not, I think, tell the AI how much trouble they are in... unless I am mistaken and the system is made way smarter than I thought?
First to say: "Wohoo!" And "Thanks." :) *edit* Damn. :p
Bah, we got inertia dampeners for that. :p