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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
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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
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SemazRalan's Template Guide
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MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX
XSI Texturing, Tutorial
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Modding/Modelling/Texturing/Converting, Tutorials
WIKI'S
Sins of a Solar Empire Official Wiki
Scratches head. Looks puzzled. Understands but does not comprehend.
They didn't, however, I'm limited by Sins' mechanics. As well, Vong vessels didn't have shielding in the traditional sense of SW shielding, with the dovin basals essentially being mini-black hole projectors. The only reason I'm using shields is because hull regeneration in Sins only runs at 10% efficiency (modifier in gameplay.constants) while in battle and so I can use shield mitigation. The Vong will have less total health than their galactic counterparts, however it regenerates much faster, is all shielding, and they are the only race with shield mitigation (outside of a small tier 8 research item), which acts as their armor.
In short, they have "shields" in name only, it represents the total health of the vessel and allows me to use game mechanics I cannot use with hull.
I see what you've done, and I like it.
My ideas (https://forums.sinsofasolarempire.com/407617/page/55/#3208995) will be tested this week. I finally finished updating my mod today. I don't know if 1.04 will be giving me any grief, but we'll see.
Not sure if its something you'd care to consider, but one guy was playing with "inverse shield mitigation", where shield mitigation started out high but went down as it took more damage from more ships. I seem to remember one of the things about the Dovin basals was that they didn't seem to get worn down out like shield but if too much fire was directed it couldn't keep up with it all.
I'm not sure if he was successful, and as the shield mitigation increase/decrease values are in the gameplay.constants file you'd have to make it a universal change, though that shouldn't be a problem if they are the only ones using shield mitigation.
That's pretty much the antithesis to the idea I had for shield mitigation; make it their equivalent of armor. Though that could still work, come to think of it. The value in question is actually in the player files, not gameplay.constants. I know sloose, one of the SoGE coders, was attempting to do something along the lines of what you are describing, though he wasn't particularly successful.
I just looked through Gameplay.constants and it says nothing about shield mitigation. Shield mitigation is handled in PlayerRace.entity files. Look for the shieldData section which has entries for shieldAbsorbGrowthPerDamage, shieldAbsorbDecayRate, and shieldAbsorbBaseMin, as well as shieldColor which is in a hexadecimal format. Maximum mitigation for ships and structures is handled in individual .entity files.
EDIT: Ninja'd by Lavo, dammit.
Lavo, how did sloosecannon modify the entries? Did he make the growth and decay both negative? It seems that if Sins accepts negative entries for those sections that would work. It would take some number jiggering and playtesting to get the correct values though. Let me think on it.
Well never mind, even better then, so you could implement it on a per race basis.
It just depends on if you want it fluctuating or not. The way I described would encourage focus firing, but you could set the mitigation values high enough that you'd need to focus fire to take them down. And that could lead to some nasty synergies (say a tank like ship buffs the defense of everything but itself, forcing you to focus on them first while other vong ships do all sorts of nasty things to the enemy). If you just left the shield mitigation values static, it would sort of function like armor, with 50% mitigation equaling 20 armor, though keep in mind it doesn't change on a linear scale.
Might go this route. The shield decay bit is interesting as well, you can give it a negative value which would essentially replenish shield mitigation, though the problem with doing this is that it bypasses a ship's max mitigation, and increases without stopping, which is unfortunate.
The non-linear aspect is what makes it interesting, and different. I'll let them be dynamic, increasing slowly from the initial 15% to the initial 30% maximum.
That sounds like a nasty bug. You should probably post it somewhere the devs pay attention.
hi, i an currently trying to convert ships from the eve mod to rebellion. this is the first time i've attempted something like this and to be honest i have no clue really where to begin, at first i just renamed to files from the mod to the rebellion ship i wanted it to replace, (ship mesh, shield mesh and textures) it shows up in game but it is black, no texture. I have looked at tutorials but they wern't very clear to me, any help would be greatly appreshiated.
ladyarcueid, you do NOT need or want to rename textures for ships/structures/planets/stars as the mesh file is the direct reference to the textures and there is no reference to the textures in the entity files.
hope this helps
harpo
Anyone ever seen this before? I tried to give a titan with 4 weapons a 5th one, but despite increasing the weapon count and adding the mesh point right I get this error.
Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)Mesh = C:\Users\Nathanael\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.04 Dev\Enhanced 4X Mod Dev\Mesh\Titan_PhaseLoyalist.meshMeshPointString = 'Weapon-4'Parsed Weapon Index = 4Max Weapon Index = 3
I've seen that before. It happened when I was playing around with weapon counts in Rebellion's beta; iirc it happens when you forgot to properly add in a point in the mesh file, and increase the points count, or you accidentally forgot to increase numWeapons. If you can pass me the entity/mesh files in question I can take a look at it.
I don't think its that. The weapon works perfectly fine, it just still gives the error, so the counts can't be the problem and they fire from the location I expect. I think it might be because the weapon point isn't actually on or in the mesh but hanging you of it a ways, so perhaps that's confusing it.
Send me the two files, I'll take a look.
Alright, its actually a modified Vorastra titan with an extra weapon coming out where the maw comes from.
entity
mesh (vertexes have been left out to save space)
I'm baffled by this. There shouldn't be anything like that error showing up. You have five weapons, and accordingly have five weapon points. The last time I saw that error, iirc, it was due to having five weapons in but I forgot to put in a mesh point for the fourth weapon.
Yeah. It doesn't affect gameplay in any way though, so I'm ignoring it for now. The weapon is fully functional, that's the important thing.
Speaking of annoying errors, anyone seen this one? It only appears in the log file generated by the dev.exe, not as an error message, but over the course of an hour game I got a 1.5 MB log file, 99% of which was this line being repeated over and over. Again no noticeable impact on gameplay, but I'd like not to have to clear my debug folder every week.
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Player\PlayerOrbitBodyInfo.cpp(187): assert! [squad != 0]
I also have seen that error in entrenchment AND diplomacy as well, the way I read it is that the engine expects there to be either no squads or squads of strikecraft at each GW.
Its Sunday, my internal list of acronyms are failing me. What's GW?
He must mean gravity well since I know he doesn't mean Games Workshop.
I can sympathize on the Debug folder bit, it can get nuts at times (second pic).
Hi all long time player but new to modding. I have just bought rebellion and started playing the real sins mod. though I love rebellion I do not like having two factions of all the races and decided to try to merge the rebel factions into the loyalist factions. this is for a personal mod for me to play of course. my issue is with the titans. I want to allow the new merged factions to be able to build two titans one of each I have managed to make the rebel titans show up as build able but am limited to building one titan or another. anyone have any idea how to raise the cap on amount of titans you can build? any help would be great
You can only get around the Titan unit's hardcap (that is, cannot be changed), by making Titans buildable via ability. You cannot make it so that you can build multiple Titans from a Titan Factory.
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