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
Actually I altered that so the questions can go here too--was a bit much for some the other way. As long as they are kept on target, short and to the point we are ok.
Hmm..that's something to ponder. The idea of this thread is to act as an archive for modding help and I don't want people later getting a "file not found" at some web site that no longer retains the files. Let me look around some--open to suggestions (and I have an idea maybe too). I'm tempted to do it on my site but the thought of someone posting a 1 gig mod there and then fifty people downloading it the same day scares me.
I'll reply on this shortly.
ok. thanks for the help and the sorts. here's the paste bin stuff
http://pastebin.com/cEVCWgXe
ZombieRus is brilliant and a good guy--hope he gets the answer for you.
OFFICIAL: Use pastebin please for script snippets, entity files and the like. It had been so long since I needed it I had forgotten all about it. Please check the OP for details. Thanks ZombieRus5! You will be spared in the great galactic purge.
NEWS NOTE:
This is very premature, but as I promised some rewards (other than karma), I thought I'd put out what was in my mind. I have a MakerBot which I am going to have to get time to assemble and teach myself how to run but I think one practical sort of reward would be ships printed from the game. Obviously I won't be able to do this every day and for every respondent but we can have a democratic poll when the time comes. Maybe if it's practical I can even make a Sins Chess (or checkers) set as a "grand prize" once a year. Hopefully over this summer I'll have it ready.
Fingers crossed now that I don't blow up my MakerBot.
My bad on the dual threads thing. As for Marine2014's question... I'm not seeing an issue with the file, except for a lack of a blank space/line at the end. The only thing different from the stock file is the WeaponEffects for the third weapon (autocannon).
Is there a way to force random maps to not put the 'Terran Homes' on the edges of their given system? But rather in the middle of the radius around the star, to more resemble realistic star systems?
EDIT: I know you can assign population to starbases through upgrades and influence a planet with the starbase, but can you mod them to replace planets as your primary method of territory control? Sort of along the lines of static motherships. And expanding on that, creating a true mothership to implement a nomadic style of play?
1. While I don't think you can hard code it to put terran homes in the "habitable zone" so to say, you maybe able to adjust them so they tend to appear in the middle of the map more often. I haven't looked too closely at how the random maps work, but just try copying a random map and open it with galaxy forge and see what you can do.
2. Theoretically yes, you could make it so starbases provide the bulk share of income instead of planets. You'll still need to colonize to be able to build civilian structures (including research labs), but just by reducing the population and resource asteroids on planets you can essentially demote them to construction plots. I don't know what you mean about "true mothership", but you could very easily make a capitalship behave like a ACU from supreme commander (just give it a passive ability to generate resources and a colonize ability). It wouldn't be able to build ships directly as in homeworld, but I suppose you could have it spawn a frigate that then immediately spawns a starbase with that capacity, so you could in effect have mobile construction.
If you can't tell this would be quite an ambitious overhaul, but it is technically quite possible and would be an interesting new direction for gameplay.
1. So I'm stuck to replaying maps I already designed. I can handle that, but maybe I can have a random rotation of them to keep the variety level elevated. Is that even possible?
2. I already know starbases can replace planets as population centers. I was asking more about totally replacing planets. I know they can be made to build frigates, so I would think they can also be made to build capitals. Resource collectors would all be neutral in this mod, so even with control of the planet you wouldn't necessarily have any resource gain. The true mothership is basically the Flagship concept meets the Starbase concept. A capital ship that is larger and more powerful, but is unique and triggers defeat conditions if lost.
2a. I already know how to avoid the research structure issues. Simply remove the need for the research trees to need structures, but increase the costs to compensate for the lack of needing to conquer planets.
2b. Can a capital ship be given an ability that will change it into a starbase and the starbase have its own ability to change back into the mothership? Losing it in either mode would result in a defeat condition.
You can also set individual planets to a random setting. Even set the setting to prefer certain types.
1. Not necessarily. The random maps are not hard coded, open one up with notepad and see what I mean. Granted its not as flexible as I hoped, but you might be able to hard code the home planet positions as with a normal map than use the randomization parameters to handle the rest. Also you can set a spawn probability on phase lanes and planets, so you could also use that to increase variability if the other method proves too difficult.
2. Okay, totally replacing planets is impossible. For one you lose the game when you don't have at least 1 planet under your control, end of story. There is no way around this. Also I'm afraid there is no way to trigger when a game is lost, only when a player looses all of his planets or a player gets the required number of diplomacy points (if diplomatic victory is enabled) can do that. I'm unsure if starbases can be made to deploy capitals.
2a. Well that would work, but it would be tricky to balance.
2b. Not really. For one, capitalships cannot go directly to starbases, only frigates can do that (but as abilities can spawn frigates there is a way around that). Further starbases cannot really revert either, the best you could do is make the starbase spawn a frigate that has an ability that calls in a capital ship (using returning armada code), then have both frigate and starbase destroy themselves. This would be a bit crude however, and it would take a bit of time for the capital ship to phase jump to your destination. Also all capitalship levels and starbase upgrades would be lost. This is why its easier for the mothership to just spawn frigate intermediaries for this kind of thing which then turn into starbases rather than the using the capitalship itself.
I know its probably not exactly what you had in mind, but you could use the needing to have planets alive to your advantage. If you give the motherships the only colonizing ability in the game (and give planets low health), it would be quite easy to build a handful of siege frigates and size the win. You could also give the mothership the only planet bombing capacity, effectively preventing you from eliminating another player if you lose it (if you also got rid of Novalith's and other abilities that damage planets of course), though the AI won't recognize this and thus still resist even if you defeat its mother ship.
I will keep all of that in mind, thank you.
A new question from me. I'm looking to mod mines extensively and provide each race a dedicated minelayer. It looks as if I can have seven slots per minelayer ship unless the one normally used for combat action is not otherwise usable.
So is it actually 7 free slots here (for an otherwise unarmed minesweeper) or is it 6?
Thanks in advance.
Bad forum!
Well considering how popular mines have been, I doubt anyone has ever had reason to use the default six slots, let alone try to get a seventh. You might be on the cutting edge of modding science Sinperium. That said, if mines could be used just as vessels for abilities... well that could be interesting.
Also Sobekeus, I realized I somewhat gave you the long way about starbases turning into capitals. You could give the starbase the ability that calls in the capital ships without spawning a frigate, but that doesn't solve any of the problems with that method other than it being slightly quicker.
Yes, there is an easy way to do that. Under "playerParams" play around with the "homePlanetStarRadiusRange". For the min/maxPercentage, the smaller the number, the smaller the distance TerranHome will be from the star.
Ah, nice. Thanks for the tip.
ok im in general just confused by how to even connect mods lt alone make them. however i want to connect ds and a bsg mod and cant for the life of me figure it out like i try and use the path and i find the mod but then idk what to do plz help
like a step by step vid or guide
Oh and to Sinperium, unless I'm mistaken, a ship can only have 5 abilities max, unless you've found a way around the fact that a ship's entity can only list 5 abilities.
That's why I asked. I wasn't certain. The pic I showed is the Vasari mine layer and I added the attack icon as I wasn't sure if it was usable for anything else. The mine layer is a little different than other frigates that way. Including the attack slot, their are 7 capabilities showing but I can get by with five. If you look at the bottom image in my pic above you're basically saying slots 6 & 7 aren't usable for other abilities (which is what I was asking). Thanks. That will work as I have five new mines each per empire type.
Read the original post here--this isn't the thread to ask how to run mods. It's for people making mods. Ask elsewhere please and as a suggestion, don't back-to-back double post when you do. Good luck.
We have Phase missiles that can ignore shield and shield mitigation, but is it possible to make a weapon class-for example beams used by PSI ignore armour?
Should I just copy phase missile research file and change ignoreshield reference to ignorearmor?
It doesn't really work that way. There is no weapon in the game that can ignore armor, phase missiles are a special case in that they can ignore shields, but you can't just change that to armor and expect the game to know how to do that.
The only thing that maybe able to ignore armor (I'm not entirely sure) is abilities. If so, you could set it up so that all beams technically do no damage but they have an ability that applies the damage buff on weapon fire (like incendiary shells). The only problem is that this takes up an ability slot, and the beam damage upgrades would then become useless.
These abilities don't bypass armor per se, they merely apply a consistent amount of damage over a given period of time, which ignores both shield mitigation and armor.
Here's a question regarding the MeshNameInfo.
Since it's capable of changing the mesh an entity uses ingame (via StarbaseUpgradeLevel or Research), I'm wondering if it's capable of using a capital ship's level as a criteriatype (Intrinsic value). My first assumption is it won't (and will have to rely on research to pull off what I want, which is no biggie really), but you never know what someone else has discovered.
Alright so, I've been noticing this weird problem, for some reason certain ships do not have the range they are coded to have. Example here. Both ships have the same ranges for their three weapons (10k, 6k, 3k) and the same number of targets per bank. That was until I noticed the two ships have different m_weaponIndexForRange values. The first had a value of 0, the other a value of 1, and it was the ship with the value of 1 which had the strange range. After switching m_weaponIndexForRange to 0, the range was acting normally.
So what I'm wondering is, what exactly does m_weaponIndexForRange do, and should a value other than 0 ever be used?
I'm pretty sure it tells the game which weapon range to use for its movement calculations. For example an index of 0 means to go by the first weapon (10k), so the ship will happily fire at that range without closing in to use its other weapons. An index of 1 means it will try to move so to 6k away so it can use its second weapon and 2 will force it to close in until all of its weapons are in range (for this example)
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