Enigma_Legion

Enigma_Legion

Joined Member # 518822
3 Posts 22 Replies 793 Reputation

Can anyone point me to which files to edit to increase the max levels a cap ship can be trained up to. It used to be: RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPHASE0.entity RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPSI0.entity RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELTECH0.entity but when I edit them and put them in the: ..\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Race Mod \GameInfo Dir th

4 Replies 4,787 Views

[quote]Definitely needed, superweapons in this game are a little difficult to counter short of destroying them. Not what I expected, or wanted. (That said, the Advent SW could use some little love...)[/quote] Agreed... And random events would be nice to make things interesting. :) Truth be told I think they are all good ideas. The limit on SW though should be an option at game start IMHO.

47 Replies 52,215 Views

[quote]There are game elements that weren't defined in the first GF build. You also can't place every type of artifact in the game (the tool only has 4 of the 9). There is an update planned/in the works to address a handful of issues and improve elements of the tool. [/quote] Can these items be added via text editor? Also is there a thread, file, web page listing all of the items in text form (AKA: Item "Phase:Module:NonCombatLab", etc)?

1,189 Replies 3,595,434 Views

[quote]Could it be that i used the ingame editor to make the map? plus i made it before the new patch. [/quote] No seems others have the problem. Think there is a fix in the Galaxy Forge Tutoral post. One thing you can do is edit one of the premade maps and change the name to XXX 2.galaxy then do it. I have one of the BIG maps I made to play around on that I gave myself about 8mill of the 3 resources, a few fleets of ships and other items. The team index is so you always appear as tha

22 Replies 38,420 Views

Is there a way we could mod it so more labs = more research speed or is that a hard coded thing? Since there are techs and artifacts that do speed it up I would think it would be possible. En9a9e: I have only seen that in advent.

11 Replies 22,750 Views

[quote]Hi i tried adding a little more Crystal but for some reason anything that is edited in the save game file it dont take hold im guessing the bits need to be changed also?[/quote] An easier way for solo Eco editing would be to edit a map in Galaxy forge, then give the starting player0 the extra stuff and set the team index to 0 instead of -1. Of course this only does starting values but is easier

22 Replies 38,420 Views

[quote]I don't think this could be used to cheat in multiplayer because the other players' save files wouldn't match and the game would complain. As for cheating in singleplayer... well, sure, but there are easier ways to do that.[/quote] Yea they would fail a CRC Check. We tested it to make sure. We found out one of the guys we were playing with was trying to use a trainer to cheat, we don't play with him any more. As for solo, I don't care what he does with his solo games.

22 Replies 38,420 Views

[quote]I know this has been asked already but i was wandering if anyone could explain to me how i get to actually play my GF maps...i saved them like i was suppose to but i can't find them when i load the game with the other maps...Someone please help if you can... [/quote] Copy yhem from your Galaxy Forge Dir to the sins\galaxy file. Then load up game and go to the single player part and look under the scenario maps, it should appear in the proper size section.

1,189 Replies 3,595,434 Views

[quote]There are game elements that weren't defined in the first GF build. You also can't place every type of artifact in the game (the tool only has 4 of the 9). There is an update planned/in the works to address a handful of issues and improve elements of the tool. [/quote] Cool, Thanks for the Info.

1,189 Replies 3,595,434 Views

[quote]Also is there a way for the Galaxy Forge edit maps I generated in-game? I have not been able to find two maps I generated in-game so that I can modify them.[/quote] Yea, when you gen the maps you hit the button "save" after preview it. It gives it a name like new-# in the glaxy folder under sins. You can move it to the GF dir and open it or open it from the sins\galaxy folder and edit it.

1,189 Replies 3,595,434 Views

[quote]Anyone know how to adjust the AI (to be more aggresive and etc....) in Galaxy Forge? I cant seem to find that function anywhere. [/quote] Saga, you do that in game when you pick AI playes. The last 2 icons are how hard they are and what they concentrate on (Aggression, ecoomics,research,etc).

1,189 Replies 3,595,434 Views

Question. I made a scenario template, the made conditions for each race and began adding items. Problem is I accidently clicked on a Phase and added it to a Psi condition. I tried to remove it but couldn't get it off had to wipe the whole group just to remove one thing. Is there a way to delete items from the template group with out starting over?

0 Replies 2,700 Views

Another question for Devs of GF. I noticed you can't add all ships and modules to templates (The Vas Phase Shifter comes to mind) there seems to be a few for each race. I think its 3 tactical modules and 2-3 ships (Cruisers). Is this intentional?

1,189 Replies 3,595,434 Views

[quote]My question is, can a map be made with 20 stars and 2-3 planets around each star? Or 50 stars with planets only around 1/3rd of them, so there would be a lot of plantless stars.[/quote] You can make a map that crashes your system. ;) I tried one that was 15 starts with 20 planets each and it changed but there is no hard cap. The cap is the power of the system. On the militia one you have to click off the use default template to use your made ones. But your right th

1,189 Replies 3,595,434 Views

I have 2 issues which I am not sure are bugs or something with my settings. The first is when I pause the game the empire list does not update(AKA If I scroll it everything blanks out) and the second is that it constantly wats to scroll all the way to the bottem if I am at top trying to click on ships pined under a fleet. Is there a way to fix either of these through settings or is it a known issue?

3 Replies 3,519 Views

There are no dev codes (Note to Devs, an Option to set Starting Resources in games (for each player) at the Map Player selection screen would be handy though). Most dev codes are there to help testers test later content without having to do the early stuff over and over. Since SoaSE is so modable they didn't have to do that.

7 Replies 17,034 Views

[quote]... note that any planet that has one is considered to be on the network, much like the Hivers in SotS (bleh) with their gates; you can have 3 gates, and you can travel to any of the other two systems from your starting point. [/quote] Thats my point, I built one at about 7 on differetn planets and my ships still take the LONG way. At one point I had a planet under attack 4 jumps away (it had a PS), the system my fleet was in also had a PS (both had it both in the same system)

9 Replies 19,359 Views

I built a few and researched all the way up to "call dark fleet" and I see the button for than but how do you make the phase lanes? My ships keep using the same old routs and taking forever. Do you have to have a lvl 5 cap ship with that ability?

9 Replies 19,359 Views

Does the number of labs matter other than the threshold number for a Tech? Does say 10 labs of a type get you faster research than say 6 or 5? I ask because I played one game where every planet had 1 of each lab and another where I had allot less labs and it seemed it went the same speed.

11 Replies 22,750 Views

[quote]And has anyone figured out how to give planets custom militia defenses? [/quote] You DClick on the planet then make a new scenario template and add 3 groups to it one for each race (if you want one for each) and in thoes groups you put the race/ship/mdule combos you want the planet to start with. Then you highlight the new te

1,189 Replies 3,595,434 Views