Ive added an allied Wraith Super Hive ship to my mod in the Stargate Capitals. I need something in each race to be able to a least put up a challenge to the Super Star Destroyer, for balance, but also almost-canon wise, it could be feasible for a Wraith Super Hive ship to go toe to toe with the SSD.
In the main fighter slot(Supportship_fighter) for the Stargate race, ive added the F-302, so the other stargate capitals can launch them and in the bomber slot (Supportship_bomber), i've added the puddlejumper.
1. I want the Hiveship to be able to launch Wraith darts.
How would i do this?
I understand i need the mesh & texture files. Its the correct code i need and what lines i need to alter.
2. I want the SSD to be able to launch more than 2 different types of "SupportShips". I want it to have a choice of 4 different ships, which i've seen done.
Theo
Sinperium,
As the mod stands now, if i launch fighters and bombers the Hive ship will launch F-302 and puddlejumpers, because i have replaced the meshes with these. It applies to all of the Stargate ships that can launch fighters & bombers.
I want the Hive ship to launch Wraith darts, without affecting the other capital ships.
What does your fighter mini-mod do?
Have you do anything on the other stuff, loading screens etc.
Ships can carry up to four different fighter/bomber squadrons. The AI will randomly select which ones to build.
I haven't done the loading screens yet as I have been working on the fighter-bomber and mine stuff myself. It''s hard to find pics of utterly defeated and destroyed main characters from Star Trek, Stargate, etc. with Imperial stormtroopers stepping on their heads--I'll get to it soon here.
In the entity file for the capital ship or hangar is the place where the strikecraft are named. You can have a thousand strikecraft in your mod but each ship type that carries squadrons will only have a max of four types they can build. Open a carrier file, planet hangar or cap ship and scroll down towards the end you will see where they go.
My little mod adds twelve new strike craft, four for each faction. All the display names and infocards and the like have been edited in them and I show what the changes are in my readme file with it. The Tech are completed in the mod I have ready as a sample now but placeholders for Psi and Vhase are in place too with all the changed names and the like--just their ships haven't been modified yet.
I'm going to change the display icons for the new fighters so that will be my first graphics challenge then I can work on the loading screens.
Where are you getting your models from?
Yes its here:
squadTypeEntityDef:0 "SquadPhaseCombat"squadAntiMatterCost:0 0.000000squadTypeEntityDef:1 "SquadPhaseBomber"squadAntiMatterCost:1 0.000000squadTypeEntityDef:2 ""squadAntiMatterCost:2 0.000000squadTypeEntityDef:3 ""squadAntiMatterCost:3 0.000000
So do i add "Wraith Dart" to the line squadTypeEntityDef:2 "Wraith Dart" which then reads the Wraith Dart.entity file in the gameInfo folder?
&
Do i delete "SquadPhaseCombat" and "SquadPhaseBomber" because i don't want these for the Hive ship as they are the F-302 and Puddlejumper in mymod.
Im getting my Wraith Dart Model from Stargate Races/Stargate Invasion mod.
I like the idea of Imperial Stormtroopers marching Pichard, Worf, Riker off in chains or Vader in the process of being assimilated.
Add the proper name of your Wraith Dart entity file to that section--delete/replace those you do not want to appear.
You will also find this section nearer the top of your Squad entity file:
fighterEntityDef "FighterTechIntercept"fighterIllusionEntityDef "FighterTechIntercept"
Add your properly named strike craft to those lines as well. The "illusion" line is for the Advent ability but it won't matter if you add iot and if later you use a duplicate ability it can serve the purpose.
You will also be creating new manifest and string entries for the new craft as well. I'll upload and link my fighter mod change list for you so you have an example when I get back this evening.
I just got back. The entity.manifest is the document that will list some things as well. They are pretty straightforward entries.
Give me a few.
theophantus, if you need to make a set of manifests for your mod, there is my manifest maker in my utility pack.
harpo
harpo,
To be honest i don't know if i have to make a set or not.
I really am a total noobie.
I would love to send it to one of you code-gods that walk amoungst us:
Zombie
Myfisto
harpo999999
To name a few, (sorry if i missed someone who really is a code-god in real life)
Someone can then tell me what i need to add, subtract, divide, manifest, optimize,paste, copy, merge etc.
My day job is construction, i use diggers to dig big holes in the ground!
I still type with one finger!
I'm confused
regarding the manifests(entrenchment/diplomacy only), IF you create a new entity or remove an entity then you NEED to make/edit the entity.manifest.
if modding for vanilla sins then forget about manifests, but the mod NEEDS all files in it.
and as far as typing, I only use FOUR fingers myself, in-spite of having attempted THREE touch typing courses( and passing them based upon typing speed only), but STILL can not touch type(and yest the pass speed was 35 words per minute, which is and was my hunt and peck typing speed, and I STILL want to touch type.
and for your info my day job IS fixing computers, my hobbies include programming, woodwork, brewing and gaming.
Don't dig to deep or you might find my layer.
@harpo
I couldnt think of a better hobby!
@myfist0
Im assuming you mean the layer of gold just under the surface?
No silly rabbit, the dark abyss the holds the my minions ready to deliver your rapture .
Dont worry for a bit though, my current job is digging under Goldman Sax and the rest of Wall St. These guys are the most evil ruthless creatures able to daywalk and I WANT THEM for my army. They will part with their souls long before their money and it is collection time. There job is complete as now people will sell there souls for rock bottom (evil laugh) prices.
Mephistopheles
Errr...do the moderators realise that the devil visits these forums!
He has a good point though.
myfist he would have to dig through 'your' layer and a lot more, then dig through 'your' layer A SECOND time before he could get near to MY layer.
Well, Truthfully all I can say is WOW! Now Whiskey, I appreciate that you enjoy Star Wars and have a passion for it and I agree that it is a good franchise and a good time at the theater.
But what I can't do is say anything good about the Star Wars universe when it comes to physical reality and how it relates to us and our scientific knowledge of the entire environment around us.
Point 1. Faster than light travel is impossible (Einstein theorized it), but Star Trek actually tries to explain it with an ACTUAL physicist on staff and how they get around this in a plausible way. Star Wars on the other hand doesn't even try thus making it irrelevant in reality.
Point 2. Lasers to Phasers. We know that they are real with slightly different properties but still much more in the realm of sci fi. But the point here is that a laser is a single continuous stream of light that generates massive amounts of heat energy in a single beam of light (FACT). Star Trek does this but Star Wars makes it like a tracer round from a modern rifle, but if that where an ACTUAL laser (energy) once the end energy source is cut off it will dissipate into the surrounding environment.
Point 3. George Lucas is a visionary in the motion picture realm and has changed the lives of millions of people with his art! But he is also a raging idiot when it comes to actual science, case in point, Episode 3 with General grievous's ship damaged and going down towards the planet. Now, when you think of space you think of there being no gravity as there is on most planets (like Earth), unless you have gravity technology in place. But in this scene with the ship going down Mr. Lucas thinks that space is a 2D plane that if you were to go down? what is down in space? then you will be walking sideways down an elevator shaft until it's upright! If you have gravity tech on your ship that makes it so you can walk and not fly around your ship while it's in space then you can do any kind of movement in space and it won't affect the people inside!
Now I want to close off because I can go on for a while but needless to say that you can quote from wiki or other user generated info on any genre to try to fill any blanks that may arise but the truth is the ONLY canon that is real in both universes is that of the source material's, ie movies, show's. And most of the movies in Star Wars where from George Lucas's writing and direction where most of Star Trek was from various minds and collaborative efforts to realize one mans vision, Gene Roddenberry.
So this mod wouldn't work because one source material will be confined by realism while the other might as well have fairies and dragons because it's realism is none existant!
There are some things we just don't understand, for all we know FTL is possible.
Star Wars lasers aren't really lasers, but bolts of plasma and/or something very similar.
Quite simply, the gravity platting on the Invisible Hand was damaged.
Hi, can someone check this code please.
The Wraith Super Hive ship mesh and textures have already been added. Ive basically replaced the Tech Capital ship carrier mesh with the Wraith Hive mesh and changed the string reference to suit.
Iv'e read theweebley myfisto linked for me.
http://soase.weebly.com/add-planets.html#Brushes
It confused me slightly because it talks about planets and I'm trying to add a ship/fighter.
GameInfo Folder
Copy the FighterTechCombat.entity in the GameInfo folder,
Rename it FighterTechCombatWraithDart.entityand copy and paste it back into the gameinfo folder.
String folder
Add a new line in the string file:
StringInfo
ID "IDS_FIGHTERTECHCOMBATWRAITHDART_NAME"
Value "Fighter"
Increase the string count +1
Entity.manifest
Add a new line in the entity.manifest
entityName "FighterTechCombatWraithDart.entity"
Increase the entity.manifest count +1
Mesh folder
Add the WraithDart.mesh and name it “SupportShip_TechFighterWraithDart”
Textures Folder
Add
WraithDart-cl
WraithDart-da
WraithDart-nm
Find the new GameInfo file previously created: FighterTechCombatWraithDart.entity
Change line 75 to: meshName "SupportShip_TechFighterWraithDart"
So the game reads the wraith mesh.
Find and copy the SquadTechCombat .entity in the GameInfo folder,
Rename it “SquadTechCombatWraithDart.entity” and copy and paste it back into the gameinfo folder.
6999 StringInfo
ID "IDS_SQUADTECHCOMBATWRAITHDART_NAME"
Value "Fighter Squadron"
7002 StringInfo
ID "IDS_SQUADTECHCOMBATWRAITHDART_DESC"
Value "Squad of Wraith fighters good at taking out bombers"
entityName "SquadTechCombatWraithDart.entity"
Open the CAPITALSHIP_TECHCARRIERWRAITHSUPERHIVE.entity, (previously added)
Find the following lines:
squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
Delete “SquadTechCombat” & “SquadTechBomber” And add “SquadTechCombatWraithDarts”
squadTypeEntityDef:0 "SquadTechCombatWraithDarts“
squadTypeEntityDef:1 ""
I think that is how i get the Wraith Hive to have Wraith Darts.
If this is correct then i can get my shadowfighter battle crabs in the Shadow Capital ship, without using up the minelayer slot.
I also have to alter the following files, which i will get to at some point, once i've got the fighters in game.
Hudicon-Ship.brushes
Picture-Ship.brushes
MainViewIcon-Ship.brushes
InfoCrdIcon-Ship.brushes
Unit_Hud_CursorOverUnit_Hud_DisabledUnit_Hud_NormalUnit_Hud_PressedUnit_InfocardUnit_MainUnit_Picture
Red-is changes made
Black-is instructions
Sorry for the double post.
Some of the words are invisible and i dont know why.
If you move over it, as if to go and copy the lot, the words show up??????
yes
Im looking at it now, give me a few
6999 StringInfo?7002 StringInfo?
Increase the string count +1? Should be +2. The name is 1 and the disc is another 1
Check your counts. Double clicking the word that needs to be counted, in this case "entityName". All those words should now be highlighted. Navigate to the menu bar, Search ---> Find. Make sure all the boxes are checked in the image below and press the "Count" button.
Double click StringInfo for that file
The brushes are in different spots for ship entities and I think there was 1 less.
Hi, Theophantus
I'm actually making a mod for my own pleasure, like you i'm interested to play a crossover game and sins is easy modable. My project is to do SW vs Star trek vs SG vs BSG with 7DS planets and plantbonuses.
For the moment i have taken the 1.21 files and added 7DS and requiem to them. I'm going to begin CSI and Republic races from SOGE.
I don't know for the moment how many races can be added to the game before memory problems occurs but danman made 7DS with 11 races so for the moment it sounds good.
By the way to make this mod i see a few problems.
- I'm french so i haven't edited the english.str, and as i haven't the french speeches for those mods, i took back the tech, psi and vasari speeches.
- We must ask to the teams who made those mods if they agree, it may be difficult to convince all of them as it represent a huge work from them.
- As it may become a huge mod i take only the minimum from each original mod and it will not be as complete as the originals for each race.
- It may take a long time to finish it, depending of the time i have.
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