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 as long as you set the abilities and player entities up right you can have one ship deploy different types. Our Empire Faction in 7DS can deploy either a Logistics and Support Starbase (Imperial Outpost) or the super weapon starbase. Both are built by the Imperial Modular Task Force Cruiser =D
You need to have both starbase entities mentioned in the player.entity, and you need seperate abilities that reference one starbase each which in turn need to link back to the right ability.
Any one got any ideas on how to make a passive ability for a starbase that drains resources/credits from the party that built it? The idea is to make building too many of these starbases cripple your economy if it cant sustain them.
:EDIT: Never mind, I've worked it out myself! Finally lol....
I'll share what I learned with everyone in case someone needs it in future.
First some background; since I'm intending on using the starbase system for Capital Ships in Sins of the Sirius Sector I needed a way to make them have an effect on the economy. Starbases cant use supply so I decided having them drain credits and/or resources would be sufficient. That way if someone builds more than they can sustain, their economy crashes and they go into debt.Here's how I figured it out: A passive ability with this in the buff:
overTimeAction buffOverTimeActionType "EarnCredits" earnRate Level:0 -??.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000
you put the desired cost where the ?? is, the negative sign makes it drain credits instead of earning, and the beauty of it is that you can have varying levels, so I can give my Battleships an efficiency upgrade that will reduce their upkeep! =D
there is also "EarnResources" wich gives metal and crystal at an equal rate. It's good but I'd prefer to set metal and crystal seperate... anyways, I'm probably going to just go with credits for the moment as a general 'upkeep' cost.
Wow.Admittedly I am overwhelmed even after spending hours combing through the various tutorials, how to's, modding for idiots thread etc.
I'm just trying to learn the very basics of how to do even the simplest of things in SoaSE: Rebellion.
I'll let you know how far I've come at least (probably not very far, lol)
1) I've been able to open all the reference files that I downloaded and I understand that these files contain all the specific abilities/buffs for the things I'm looking for.
2) I've found a few abilities/buffs that I'm interested in modifying but I'm not sure how they even apply themselves in the game.
3) I found BuffPhaseOutHull, AbilityHyperspaceDisruption and PlanetModule_PhaseOrbitalJumpBlocker. I understand that PhaseOrbitalJumpBlocker is the Vasari version but since each JumpBlocker/PhaseInhibitor uses the same ability, I think I'm in good shape
4) I'll worry about actually installing/testing the small changes/mod I've created once I understand more about how to actually produce results, ha!
So basically I'm looking at modifying the phase inhibitors effects on the ships that are within their radius. Some general things I'm looking at doing.
1) Playing with the radius of the phase inhibitors effects
2) Changing the tactical slots taken up by phase inhibitors
3) Changing the severity of the inhibitors effects
4) Changing the amount of tactical slots planets have by default
5) Disabling Superweapons
6) Changing the tiers/upgrades for Fleet Supply - (I find that early game its not enough and late game its so much that it makes my friends computers lag an incredible amount)
Anyway, I was hoping to open a dialog with some folks - mostly just for them to point me in the right direction as far as where to find the information I'm looking for. I'm really impressed with the community in general through the countless threads I've read. My hat is off to the absolute giants of community contributors adding various help threads and putting obviously countless hours into tools etc for everyone to you. As Neil deGrasse Tyson would say, I can only accomplish what I have by standing on the shoulders of giants.... or something like that.
In any case, let me see if I can phrase my questions correctly to get some answers.
1) Can someone explain to me the relationship between an actual object/planet/ship/building in the game and how they relate to their abilities and buffs? Lets use my phase inhibitor example. My understanding is that the phase inhibitor entity (PlanetModule_PhaseOrbitalJumpBlocker) uses various abilities like (AbilityHyperspaceDisruption and AbilityBiDirectionalJamming). Then the entity AbilityHyperspaceDistruption uses these buff entities to actually apply the effects in game (buffInstantActionType which "applyBufftoSelf") which triggers bufftype "BuffHyperspaceDisruptionSpawner"
Phew that was a lot - is that all correct? So in essence, BuffHyperspaceDisruptionSpawner is where the actual effects can be modified correct?
2) Now assuming I'm on the right track here as far as modifying what I originally outlined, what are all these things in the Spawner? Specifically:
3) A more general question perhaps is if there is an explanation anywhere of these types of things that can be found in entity's whether they be abilities or buffs or otherwise?
4) For the actual entity of the JumpBlocker:
Phew... okay that is pretty intense. Again, thank you all for the community you've put together here. Any help would be appreciated - it seems to me that a lot of my questions could be answered if I could find a good explanation for what a lot of these things do in the entities... I did find https://forums.sinsofasolarempire.com/306405 but it wasn't particularly helpful.
Thanks!
Keller
Already back with another question - this one is in regards to the Tech Loyalist Shriken (Corvette)
I traced the Ability down to the Buff and finally found what I believe to be the buff that is affecting the results I want to change. I have a few questions about stacking and just what the numbers mean really.
Basically, in BuffDisruptEnginesTarget:
stackingLimit 4 - what does this mean? Is this 4 stacks of BuffDisruptEnginesTarget from ANY source? Meaning, one corvette could shoot a ship 4 times and it would stack 4 times? Or does that mean 4 stacks from individual ships meaning 4 corvettes shooting one target?
Heres some more....
entityModifier buffEntityModifierType "LinearMaxSpeed" value Level:0 -0.250000 Level:1 -0.250000 Level:2 -0.250000 Level:3 -0.250000entityModifier buffEntityModifierType "LinearThrust" value Level:0 -0.250000 Level:1 -0.250000 Level:2 -0.250000 Level:3 -0.250000
These levels, what do the values represent? I asked this in my last post but I was curious how to know whats what, in case it changes between entity types or something. Is this a percentage in this case? How do the levels affect things here? If level 0 is -.25 then level 1 is -.35 and level 2 is -.5, how does this affect things? If the value is absolute, whats a typical "LinearMaxSpeed" for say a Battleship type Capital Ship (Like the Kol or something?)
Also, I assume time elapsed is how long the effect of the buff is? In this case 45?
Most importantly, the AbilityDisruptEngines calls buffType BuffDisruptEnginesSelf. BuffDisruptEnginesSelf appears to be some type of passive ability. However, it calls buffType BuffDisruptEnginesTarget, which is what I was referencing above. How does all this stuff work together?
As far as I can tell, Self is triggered passively and has a small chance to apply Target regardless. Target is only triggered via an in game ability that you must use. Is that all correct?
Man I am sorry.... this is so complicated
Whether it can come from individual ships or not would depend on allowFirstSpawnerToStack being true or false.
It's a percentage and it's not. 25% would be 25%, -25% is not. -100% gets you half of what you started, etc.
Thanks for the reply.
So if allowFirstSpawnerToStack is true, then individual ships can stack it up to 4 times? If it is false, ANY ship hitting it could only stack 4 times total?
If you see the above response, its listed as
level0: -0.250000
level1: -0.250000
level2: -0.250000
level3: -.0.250000
So do these numbers correlate to just a flat .25 reduction across the board? Whats the significance of the levels? Or is it a percentage?
Do the levels correspond to the stacks at all?
I think the equation goes like this for negatives.
modifier percent is negative
s = starting valuen = new value
n * (-(-modifier) + n = s
example: decrease weapon cooldown of 14 by -25% is n * (-(-25%) + n = 14 or n = 14/1.25 or n = 11.2
modifier percent is positive
s * (modifier) + s = n
example: increase weapon cooldown of 11.2 by 25% is 11.2 * 25% + 11.2 = n or n = 14
the level entries are just a standard in abilities/buffs as capital abilities are able to upgrade 4 times and some abilities level up via research.
So level0: is a level 1 ability and so on. With abilities like the corvettes one, it doesn't change level so the numbers either stay the same or sometimes say 0 for higher levels
the stacking limit means the buff can be applied a max of 4 times on one target. so you can get a cumulative effect. I'm not sure on the rules or equation of percentage stacking in this case however... though I'm pretty sure 4x 0.25 reduction will NOT equal 100% reduction... Sins math is a little counter-intuitive.
After some experiences and tests regarding attack types, I've found that that the following attack types won't result in fighters auto-attacking other fighters and bombers, regardless of the actual damage modifiers in Gameplay.constants: TITAN, ANTIMEDIUM, ANTIHEAVY, ANTIVERYHEAVY, COMPOSITE, CAPITALSHIP, CORVETTE. Or in other words, only ANTIVERYLIGHT and ANTILIGHT will allow fighters to properly function as interceptors and dogfighters. This constraint does not apply to frigates with the AntiFighter frigateRoleType however.
I know for the unit "picture" there is the unit_picture.dds. And I have found the files Unit_HUD_Normal/Pressed/Disabled etc.... What is the manifest for these smaller hud icons? Also, must we change the background color ourselves and is there any easy way to manipulate it?
Textures don't have a manifest, but they must be referenced in a .brushes files in the Window folder.
Don't know what you mean by background, but any decent image editor can be used to edit texture files, whether they are in .tga or .dds format. Photoshop and Gimp are popular, and I personally use Paint.net for HUD work.
Any idea how to make a faction start with the Galaxy Travel / Inter-Star phase drive already researched? I found the entity file for the technology "RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL" but it doesn't look like that is the place I need to be.
You need to add that artifact to the Map or galaxy scenario def as a starting planet item for each faction.
Theres no good way to do it through the technology itself as opposed to the artifact?
also which artifact would it be? Jump Drive Relic?
No, The way I described is the only way you can seed a faction with a research bool modifier.
I can't recall if the RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL has a GSD entry or not. Scan the file for the artifact entries and check and see. If there isn't one you'll need to add that as a possible planet item type (and increase the count of said types). Then you can setup all the factions to have it with the normal start setting just like a frigate factory and constructor are added.
I'm pretty sure all the artifacts are in the Galaxy Forge now.
As ZombieRus said, adding the artifact to that faction's starting template would be the easiest way to do it. Would be a pretty neat game mechanic if you don't mind the potential lore inconsistency, though you could just change the text of the artifact.
Im not too worried about Sins plot cannon tbh. I have just always hated the restrictions on phase jumping in the game. Im making a mod where all planets and all stars are connected via phase lanes to all other's in the entire map and there is no difference in phase jump speed between planets in different solar systems vs planets in the same solar systems.
It just never made sense in my mind, if you have warp 9 capabilities, why go crawling along inside a solar system at warp 2 and make your commute 10x as long, especially when trying to rush reinforcements to a beseiged planet. Also I hate the phase lane system in general, it kindof eliminates the fully 3 dimensionality of deep space by forcing you to jump to different planets to reach a final destination, no thanks, ill just set my navigation computer to jump directly to it and now with this mod im making it will all be a reality!
Noticed something interesting today. On Unfair difficulty (at least), the AI has it's cap for trainable capital ship crews increased. I noticed this as by default SoGE has no trainable capitals, but the AI was still somehow purchasing capital ship levels.
So I've been poking around looking for explanations on the Music.sounddata file- that is, Im looking to see if anyone has figured out how to interpret the Action Level/range and emotion level/range. I cant seem to find a concise explanation, and would really appreciate if someone could point me in the right direction
Thanks
No one knows for sure, my best guess is that action level is probably the amount of combat on screen and emotion level is probably if you're winning or losing. Really all you can do is fiddle with the numbers until the music seems to be somewhat fitting.
Damn, I was hoping someone had come up with some sort of guide for that. Thanks anyway.
there is a spot in the DEV that will show the current levels, and no I will not find it for you.
So I'm trying to make a passive ability for capital ships that spawns a frigate once the capital ship is destroyed. Tried two methods, one with an ability+buff, and one with just an ability. Not sure why this isn't working and crashing the game; any insight is appreciated. Ability+Buff vers Ability only
Maybe you should try the conditional the Eradica uses to spawn it right before the capitalship dies?
Technically the problem is that the FrigateSpawn method needs to have a ship to act as the spawn reference. Having it trigger when the ship dies means that when the "CreateFrigate" instant action is called, it doesn't have this spawn ship reference and probably throws a null error in the code.
My first solution would be the simplest as it wouldn't require any extra buffs, but you could just have the frigate spawn at the planet or any other entity besides the dying capitalship as well.
I know where it is. Sound>Music haha. not hard to find, harder to understand what works when
There are many great features available to you once you register, including:
Sign in or Create Account