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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
Confused? No idea where to even start?
Determined to work at it?
This is the place!
Sins Modding Wiki
ZombieRus's Eclipse Wizardry
Tutorials
MyFist0's full modding site.
Emphasis on modeling and
texturing.
REBELLION MODDING TOPICS
Rebellion Modding Q & A
Mesh Editing
Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
An Idiot's Guide To Getting Started
MyFist0's Modding Megasite!
MOD DOWNLOADS
ZombieRus5's Mod Yard
Directory of Planet Mods
STEAM
STEAM Sins Forums
DEVELOPERS
Sins Developer Journals Forum 2007 to Present
REFERENCE FILES
Research Modifier List
MyFist0's Exported Models & Files
Modifier List
Harpo's Converted Sins Reference Files 2011
THIRD PARTY TOOLS
3dS Texturing Toool & Tips
Ship Fleet Calculator
SoaSE Eclipse Plugin Project
Mesh Resizing Tool--courtesy of the Reqiuem team.
Harpo's Sins Utility Package -- Dropbox
The Sins Optimization Project (TSOP)
Artificial Unintelligence (Mod and AI info)
Sins Data Converter by BCXtreme
EXPLANATIONS & DISCUSSIONS
Rebellion Updates by Blair Frazier
How to Add a Fourth Race
User-updatable Ship Reference Chart
Sins Modding Dictionary
Adding phase Effects to other weapon types
Culture, Explanation/Discussion
Weapons, Explanation/Discusion
Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
In-Game Map Creator
Weapons Banks & DPS
Combat Mechanics
Rebellion Shield Mitigation & Focus Fire testing
PARTICLE FORGE
Particle Forge Help Thread
GALAXY FORGE
Adding Artifacts
Working Template Examples
SemazRalan's Template Guide
Pirates Base Start Template
SOUND RESOURCES
[SFX] Black Sun SFX/Music Resource for Modders
MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
3dS Model Exporter
3DS Max Rigging, Texturing & Exporting, Guide
Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
Yes, because I don't know how to use Eclipse.
post questions in the thread I linked you to. It could use some bumps
Ok I will.
It's a journey many give up on. Eclipse is a good tool for people capable of using moderately advanced software development tools. In this case it's used at it's most basic level but still replaces all of the things you would do in an alternative editor such as Notepad++. Many people don't want to move away from what they know which is fine, I knew many developers that didn't want to move away from unix VI to IDE's because they new it so well at the time.
Wait...I feel stupid. What happened!?
Someone asked a question, a solution was provided, and discussion followed. All caught up now?
And I thought I was moderately advanced too...darn. Ok, real question:
I have a "multiple player's spawn at one colonized world" template. Works fine. As it is currently written, it gives everyone Tech assets and also spawns a militia group. The planet is owned by one of the players.
I'd like to go a step further and have it give the player assets by race. So instead of a Vasari, Advent and TEC player all getting a Tech Frigate, they get the one appropriate for their race.
No idea how to go about it and I wonder if that is what "subgroups" might be useful for? Here's the template--anyone know if/how it can be fixed to do what I want?
template templateName "DEPOT" subTemplates 0 groups 4 group condition type "Always" param "" owner "RandomMilitia" colonizeChance 0.000000 items 5 item "Tech:Frigate:Siege" group condition type "Always" param "" owner "PlanetOwner" colonizeChance 0.000000 items 2 item "Artifact:GalaxyTravel" item "Artifact:WormholeTravel" group condition type "Always" param "" owner "NewPlayer0" colonizeChance 0.000000 items 1 item "Tech:Frigate:Constructor" group condition type "Always" param "" owner "NewPlayer1" colonizeChance 0.000000 items 1 item "Tech:Frigate:Constructor"
There is a condition for spawning specific ships "if player is race". Look in the galaxysenariodef's homeworld templates or certain maps where you start with a premade fleet (the exact name escapes me).
Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.
goafan77, the current form of the IsPlayIsRace is the dual form IsPlayerRaceQiuckStart and IsPlayerRaceNormalStart, that can only be added into the maps with a text editor due to galaxyforge crashing on these two conditions.
harpo
So "IsPlayIsRace" is my condition type then? Could you post a sample please showing the proper use? I'm not having any luck including this in a functional way.
I use GF for starting planet/star placement and the like but I hand-type in all my templates and militia and such.
I've made templates that spawn ships by race but what I haven't got to work here is having so many conditions together in a single template group.
I think the big issue for me is how to specify an actual player number AND a racial condition simultaneously--which has to be done by player number since they are not the planet's owning player.
When this is used in a group--the player owns the planet and it works fine:
condition type "PlanetOwnerIsRaceQuickStart" param "Psi" owner "NewPlayer0" colonizeChance 1.000000
When it is changed to the following though (since this group won't own the planet--no one does) all the ships from this group and the other groups for the other races all spawn at once:
condition type "NoPlanetOwner" param "Phase" owner "NewPlayer0" colonizeChance 0.000000
Another question:
How do I edit/mod mines out of the game? how many places do i need to go to get rid of them and where? I could have sworn this question was asked by another on a previous occasion but I have been unable to locate the question/potential answer
Any help would be greatly appreciated!
Cheers
In your Stardock Games/Sins of a Solar Empire program directory there are:
Be sure to change the numerical totals in the String and Manifest files to show the number of entries you deleted to remove the mines.
Here's a link to most of the files to remove: http://tgnforums.stardock.com/395897
I'd recommend go through the manifest and string files with a search for "mine" and look at each.
You can follow Goa's advice and just remove the research and go into each of the scout's entity files and delete the various "AbilityDetectMines" types there. You can also remove the Vasari "Ruiner" as it will no longer serve a purpose.
Mega awesum answer and uber quick
+1 to you sir.
Thanks!
For the record, no I do not mind useless buttons in game, especially ones for abilities I never use anyways.
I agree that that the Devs adding custom map sharing to Sins of a Solar Empire: Rebellion far outweighs the concern over superfluous buttons --though that does not address MY original question above.
And Boshmi and Roesh will pay for their previous comment...oh yes...they will pay.
If you mean pay by laughing at you attempting to settle the score with a fictional character, then by all means, knock your self out. =Þ
I have had the PlanetOwnerIsRaceQuickStart and PlanetOwnerIsRaceNormalStart work in the TEMPLATES section of the maps, but not in the planets area.
Harpo
I might be wrong with this but; shouldn't you just put in multiple conditions for multiple races? i.e. two other conditions for NewPlayer0, one with Tech and one with Psi? This should force the game to spawn only the player's race's stuff.
Another alternative way is to edit all of the planet and star entity files and set maxSpaceMineCountPerPlayer to 0. Also get rid of the Ruiner and mine research so the AI doesn't uselessly build/research it.
Edit: Double post
Wait...we're fictional!?
Without going into extreme detail, if I add multiple groups for the players specifying race either all players come out with ships for the first racial type listed or they all come out with ships from every one of the racial types given. So if I make a "phase/psi/tech" by race condition and lump them as groups added to a militia or none owned planet, that's what happens.
Additionally, I most emphatically advise the Devs to add custom map sharing to Sins of a Solar Empire: Rebellion.
sinperium, here is a link to a text file version of a playerstart template that I had used when testing a mod to ds for another modder, the template should be in the templates section of the map, and I have tested with all three races
link to template.txt
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