I am making this thread to gain insight to many answers as I mod my personal version of SOA2. Its also a place for me to store answers to many questions I have seen and read on the forum already, and while I am modding SOA2 many questions I have are kind of generic and thus probably could be answered by anybody and this is why I am placing this on the main modding forum versus under the SOA2 thread.
So if you see something you know you can answer feel free to post a reply. Or if you know of any good links containing answers feel free to post them
Below is a list of the various aspects I wish to touch on in this mod with the objective will be to slow my version down considerably thus making it playable by me in the very limited time I have to play. Its also more of a solo campaign kind of play if you will as well with me playing as the Federation thus this mod intentions is for a single very long game that will not be meant to be replayable and random I am sure by the time I am done with this I will have had my fill and go on to so other mod Ha. Ha.
FEDERATION MOD CHANGE LOG
Things to Do Entitiy Files
Reduce Hull Regen Rates all ships (Ship files) HullPointRestoreRate ##.##
Reduce or elliminate Hull Repair Abilities all ships / Change to Shield Restore / Anti Matter restore when possible
Add Hull repair ability to all factions Constructors
Verify Hull repair ability for all Ship Construction Platforms and Starbases
Increase Build Times Ships, Tech, and Installations
Modify Economics to facilitate larger map and longer build times balance as necessary
Reduce elliminate fighters/bombers and Trade Ship Traffic
Add New planet types and Bonus's
Modify Tech trees to adjust Planetary Colonization Research to allow New Planet Types.
Decrease Pirate Raids balance with longer game play
Rename Pirates as Orions
Galaxy Map Projects
Add Federation System
Add Klingon Systems
Add Romulan Systems
Add Cardassian/Dominion Systems
Add Bajor and Wormhole
Add Orion as Pirate Base
Build Faction Templates
Assign Factions to Player Slots and Themes
I have had to remake this thread since the first one got corrupted with the Egads Forums go Boom issue, causing me and others not to be able to reply to the first thread hopefully his thread will not suffer from that issue.
Myfist0 most awesome weebly contains many answers and instructions
http://soase.weebly.com/index.html
ZombieRus5 Eclipse Plug in Mod Editor
https://forums.sinsofasolarempire.com/380774
Research Tree Modding Thread
https://forums.sinsofasolarempire.com/402875
Adding a New Race thread and Tutorial
https://forums.sinsofasolarempire.com/401782
Modding, Modeling, Texturing & Converting [Tutorials]
https://forums.sinsofasolarempire.com/376221
OK First question, Our these the only parameters hat effects ship speed in a grav well
maxAccelerationLinear 329.000000maxAccelerationStrafe 350.000000maxDecelerationLinear 353.000000maxAccelerationAngular 23.000000maxDecelerationAngular 37.000000maxSpeedLinear 800.000000maxRollRate 24.000000maxRollAngle 45.000000
2nd Question refers to line item 8 in the Galaxy Map Projects
Is there a way to assign the players with thier appropriate inignias and colors within a file so that when this mod and game are chosen the players are already setup before hand
Example Player One Federation Inignia Starfeelt Color Bue
Player Two Klingon Insignia Klingon Color Red
Third question does anyone know how to adjust the parameters of
zoomDistanceLevel0ScalarForPlanets 1.5 zoomDistanceLevel0ScalarForNonPlanets 5.0 zoomDistanceLevel0 1000 zoomDistanceLevel1 65000 zoomDistanceLevel2 4000000 nearFarThreshold 180000
So that 1 ship icons remain as icons longer before switching to their models/meshes and same for planets I want he planets to remain in their galaxy icon state longer at a lower zoom level before switching to their respective planetary texture graphics.
Sounds like you have a good lead on this,
With regards to your entity file questions, all the items you want to adjust are in the ship files, so take your Tech ships files, Capitals and frigates and adjust :
This is done close to the top of the file, look for maxhullpoints.
2. Reduce or elliminate Hull Repair Abilities all ships / Change to Shield Restore / Anti Matter restore when possible
Again, look at maxhullpoints, you can reduce these as necessary.
3. Add Hull repair ability to all factions Constructors
For constructors, you want to add the repair ability to the ability slots, make sure you have like:
ability:0 "AbilityRepairDroids" entry. You can use whatever number, 0,1,2 or 3 you want, just don't duplicate, of course and
if there are already 4 entries, then choose one you want to overwrite.
4. Verify Hull repair ability for all Ship Construction Platforms and Starbases
After making the change you can verify by loading a game up, load your mod and test.
5. Increase Build Times Ships, Tech, and Installations
Again, close to top of file is a Buildtime, right under the metal, crystal costs, add a larger number, these are in seconds, so do what feels proper, if you want 5 minutes, its 300 seconds.
6. Modify Economics to facilitate larger map and longer build times balance as necessary
When you say modify economics, do you mean, slow the rate of credits and metal, crystal to your planet?
If so, adjust the time in the planet entity for TerranHomeWorld. If you mean something like more or fewer tradeships, then adjust the number of tradeships in the Tech Trade Center entity file. If it's something else, then give me an idea of what you are doing and i can try to figure it out.
7. Reduce elliminate fighters/bombers and Trade Ship Traffic
Fighters can be added, in the squadtechbomber and squadtechfighter files, in the gameinfo folder, close to the bottom of the folder. If you are removing them, easiest way is to remove the entries in the ships that carry fighters and bombers, by removing the entries or the numbers for them in the ship files. Like the frigatetechcarrier.
8. Add New planet types and Bonus's
Best way to do this is to take Uzii's mod and change the above, instead of trying to add this to your mod. Also Distant Stars and a number of other mods, I believe the Star Trek mod also has added planets, though i could be wrong on the Star Trek one.
9. Modify Tech trees to adjust Planetary Colonization Research to allow New Planet Types.
Again, best way is to take one of the added planet mods and adjust the research files accordingly.
10. Decrease Pirate Raids balance with longer game play
Decreasing Pirate raids can be done, by carefully adjusting the pirateRaidDef entry, and the
firstWarningTime 450 normalWarningTime 390 minSendRaidTime 30 maxSendRaidTime 90
times in the gameplay.constants file in the gameinfo folder.
11. Rename Pirates as Orions
Ok, this is a little more, not much though, Go into the PlayerPirate.entity file, change the:
raceNameStringID "IDS_PLAYERRACENAME_PIRATE" line, then go into the STRING folder (open with notepad), and do a find, look for the
playerracename line for the Pirates,
StringInfo ID "IDS_PLAYERRACENAME_PIRATE" Value "Pirate"
Change the ID entry and the Value entry to Orion, like this:
StringInfo ID "IDS_PLAYERRACENAME_ORION" Value "Orion"
There you go!!
Happy Modding!!
-Teal
Quote:
---------------------------------------------------------------------------
On this one, talk to the guys over at Distant Stars mod, good guys, they are very knowledgable, or talk to the guys who did the Star Trek Mod, they are the Horses Mouth after all.
This one is TRICKY!!! I did this and had a heck of a time in the XL Planets mod. It takes a lot of time changing values and then loading the game and testing them, it is hard on the patience.
Thanks Teal_Blue and what a response, as usual I have been down for a few days, so when I got the time I will start playing around and testing the zoom parameters.
There are many great features available to you once you register, including:
Sign in or Create Account