This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.
If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.
Please do limit "just comments" here to brief posts please. If you don't know the answer or can't point to help--don't post. Please note that a random, uninformed guess isn't an actual answer.
You can refer people to another source--IF it actually helps answer their question. This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.
Remember--specific questions, specific answers. Only respond to the ones you can help solve. Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.
Thanks in advance for your help and cooperation. The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.
NOTE: If an answer resolves your issue, please share it here. These answers will help others coming along later too. Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!
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
Roesh is fictional...
Technically all online personas are fictional, some much more then others.
And
Add custom map sharing to Sins of a Solar Empire: Rebellion.
add custom map sharing to sins of a solar empire diplomacy/entrenchment AND rebellion
and do not HARP on it
harpo
Question...Does anyone have specifics on how refinarys (And their ships ships) work?
Ordered most important to least.
What "Cargo" do (Inrelation to refinary ships)? when I changed that value, it doesnt seem to do anything.
Do refinaries provide a set income? Or do the ships attached to it, which are actively servicing extractors make for the income?
How are refinaries linked to extractors? Is it that one refinary "Services" all extractors in the gravitywell, or that one refinaryservices all in the gravity well?
Harp?...Oh.
What "Cargo" do is not a question. Not one that I understand anyway. Re ask it in a coherent manner. Like, "what does the role type Cargo do for the refinery frigate?" or something like that.
Refineries themselves do not provide income.
For each successful trip the ship makes, the income is added. It's the same thing for trade ships.
Refineries are linked to extractors by a count you can see when you select the extractor.
Are you asking the same question twice? A refinery services all of the resource asteroids in the gravity it is in, as well as all of the single hop connecting gravity wells.
Thanks alot.
The question about Cargo was regarding these lines in the frigateXrefinaryship.entity filecargoType "RefineryResources"maxCargoCapacity 50.000000
I've edited the values to about 200 to see if it does anything regarding income (Income being in form of metal and crystals), and it seems to not have any affect. I'm beginning to think this is just a way to determine how much "loot" destroyers of these ships receive.
There are places peppered all through the changelog threads explaining things like this.
I've poked about a little bit. Havent seen changelog therads, Just general questions from players asking about their usefulness.
Mind telling me how accurage my map of understanding of their workings is?
Extractor built and assigned to multiple mines in and out of system (With initial preference to in system until out of system refineries are built)
Ships go between mines (in system) and refinaries (Out of system) to maximise profit.
The cargo capacity/type of cargo ships doesn't bear any relevance to operation of the ship, because the mines themselves have their own "Refinery" exclusive amounts.
I don't think there is any difference between in system and out of system mines for refineries. All that matters is the total number of extractors serviced by the refinery (which assuming all the mines have spare capacity) in the refinery's gravity well and in every adjacent gravity well. I think the actual amount of resources you get is defined in each planet's entity file, which is how those neutral gravity well extractors both more refinery resources and can support more refinery ships. If you want to arbitrarily raise the global amount of resources generated by refinery ships (for a specific faction) without changing the planet entity files, in Diplomacy you can use a research with a "refinery cargo capacity" or something like that used by the Vasari resource pact.
Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.
For frigates and capital ships, what's the maximum number of NumResearchPrerequisites one can slap onto it?
A further question ... is there a maximum number that beyond it, the AI simply won't research?
This is pretty much the very same cap, for all intents and purposes, that I'm looking for.
To add onto what I asked earlier; it appears that the maximum number of research prereqs a research tech can have is 2; adding anymore to the research entity will only result in the first two of the list to show up.
I think only the "IsUltimateAbility" can be 3 (for capital ships). Starbases apparently have different limits (I'm not sure what) and frigates are 2.
Ok...I have a map where the AI starts at a dead asteroid HW with a couple of labs and a frigate constructor present. They are also given a dozen scouts and another dozen colony ships and frigates--but they just won't colonize.
I've set the game on 8x speed and made everyone "colonizer" or "aggressive" and they just don't do it. I've changed the phase lanes and moved planets right next to them and in about 20 run throughs one faction colonized one dead asteroid and nothing else.
What does it take to make the AI take a colony ship and colonize without having a major world nearby?
The AI doesn't move it's Home World unless it's starting one is lost; so they remain on the Dead Asteroid, which severely hampers their income flow and thus ability to colonize other planets and expand.
Starting on a 'roid also mean the AI has an utter lack of logistic slots, so they do not build the research labs required for ice and volcanic planets.
Try giving them 2 civ labs to start. Not to sure on how the map maker will jive with the existing civ slots though.
It maybe that they need to either have or be able to construct a frigate factory if you didn't give them one and the slots are full.
I had them on a dead asteroid with two civ labs and a frigate factory and a militia siege frigate that would slowly bomb them out. They just sat there. In about ten runs, one of eight AIs colonized one dead asteroid.
I did find the trick though. Apparently they need actual credits and don't black market resources for cash. Even though I started them with a generous amount, it wasn't until I swapped the dead asteroids for pirate bases (with the income bonus) that they began to behave normally. Still the stupid AI but actually colonizing at least. They colonized all world types but prefer Terran followed by Desert.
Thanks for the replies though.
So to sum up: give them half a dozen scouts and colony frigates at least, two civ labs and a frigate factory on a pirate base that is "true" for being their HW.
Got a modding question? Here's a good place to ask!
Just curious, are there mods that add independent colonies and the like to random maps? Because I just figured out a way to do so if that's not common knowledge.
Can you clarify?
Yeah I realize that wasn't quite was I did. I have figured out how to get independent colonies on any map without changing the individual maps. Random, prebuilt, galaxy forge etc., doesn't matter. Each time you load a map, you may find random neutral colonies at any given planet.
If this is something that hasn't been done before and there is interest, I may make a small mini mod that shows how to do this.
Sure. Sounds interesting. I think PbHead might know a little on this but I don't think there is anything up about really how to mod it. I'd love to see it.
The more we learn, the smarter we get.
Define "neutral colony". If you mean having a planet colonized by milita, without having it spawn with a colony frigate, I've done this before personally. If you mean a neutral player that owns a planet and goes out colonizing, I haven't done that, though I think it's been done before.
I havent set random maps to do that.
Is it possible to modify the cost and time of buying capital ship levels?
Second, as I don't see a option in GalaxyScenarioDef to specify, when making groups for a planetItemsTemplate whether the player is AI controlled or human controlled. I request Ironclad, if they have not done this already, to implement this. It would result in a nice amount of options for modders.
There are many great features available to you once you register, including:
Sign in or Create Account