Hi everyone, ok Im currently working on a map for the star wars universe which should include about 600 planets when finished (currently about 33% done) will be posted here in due time (2 weeks or so). in anycase Im using Uzi's SinPlus mod for extra planets and Sins of a Galactic Empire by Evil Jedi for the star wars ships which I have combined ok and made a few little tweaks here and there. However my problem is I would like to give the different factions more fighter types. For example the Empire currently have 4 ships: Tie fighter, Tie Bomber, Tie Interceptor and Assault Gunboat.
Well Id like to add at least two more to this list the Tie Defender and the Missile Gunboat.
I have tried doing this but seem to fail everytime, if someone could please give me some help it would be appreciated. Which files need creating ? Fighter_IMPTIEDEFENDER.entity and the Squad_IMPTIEDEFENDER. one ? then does the playerImperial.entity need editing I cant see any reference to the other fighters in here ? Then there is the Entity.Manifest is it just a case of adding a line for each new file created ? As for the meshes Im looking into making a new tiedefender one probably start of with a tie fighter r interceptor and make a few changes and the missile boat I might just re use the assault gun boat mesh fr the time being.
For new fighter types you need the FighterRACEname.enity and the SquadRACEname.entity as you said. In Entrenchment/Diplomacy you must then add these two files to the entity.manifest (that is basically a list of all .entity files the game should be allowed to use when running the mod) Afaik there is no reference to the SC in the player file.
Then you must add the Squad entity to a carrier ship. Any ship can have at most 4 different kinds of strike craft. (As of Diplomacy, I don't know the limit in Vanilla/Entrenchment) You can set different kinds of SC for different carrier ships.
So you can't have an SD with TIE Fighter/Bomber/Interceptor/Defender variants and Gunboats, but you can put all 4 TIEs on 1 ship, and the Gunboats+2 TIEs on another.
There is no limit to the number of Squads a ship can hold btw, apart from what your PC can manage.
And from my experience putting shields on SC crashes the game the moment they're attacked, so if you have shielded SC be careful, and you might have to remove the shields.
Thanks photoloss for the reply thats what I have been doing wrong I haven't allocated them to the ships or hangers.
Just one more quick question is it not possible somehow to increase the size of the hangers to accomodate the different strike craft or is four the absolute limit ?
As really I was hoping these two would be the first of many additional fighters.
I'm pretty sure 4 is the limit because that is the limit of the UI itself. The window can only show 4 different types, I believe. There might be a way around that, but I don't know. I don't know if you can change the # of "slots" in the UI, either...in order to make it possible to do what you want...if you could though, I imagine it would probably take some pretty extensive modding to do so, but it might be hardcoded into the game.
from mad scientist mod, EACH ship can have up to 4 types of strikecraft, but each ship entity CAN have a different mix of strike craft, ms has from memory 5 or 6 different ones in the mod, from memory air supiority fighter( anti fighter), fighter, gunship, light bomber, heavy bomber and ecm bomber in TEC, and adds the mine squad for vasari & advent.
harpo
Thanks for the help will look into this soon also thanks Harpo for all the useful modding utility's.
does anyone have any tie defender models available I could use please ? So far I have found a couple but they all seem to be way to big for what I need polycount = 120,00 when really the max would have to be 5k. (thanks Carbon for helping me).
Is it possible to import models from other games to work in sins ? Anyone know of any that work ? ie Empire at war or Galactic Civilization 2 etc ...
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