Greetings, I've made a simple mod for entrenchment to increase fleet supply and max capital ships.
The goal is to be able to add it to some other mods I installed, getting rid of my biggest pet peeve in sins when playing on large maps: the small fleet supply. For now trying to get it to work with mad scientist mod for the ultimate large game.
Just to recap what I did in case I did something wrong: downloaded reference files for current version of entrenchment and changed the files for maxcapital slots and maxship slot for each level and for each race. Also edited the constant file to increase maxships to 50000
I put it in relevant mod folder and started it up, it seemed to work fine.
Made a copy of mad scientist mod, confirmed it works fine by itself and then added the relevant maxcapital and maxship slots+constant file and started it. Worked fine and didn't seem to have conflicts, at least at first.
Then went to try and do a multi game, and as soon as game was loaded, I was "killed" and immediate game over.
Starting the mod again in single player had the same effect, I was killed off (as was my ai opponents) at game start.
Deactivating the mod, activating others before going back and activating this one temporarily solves the problem for single player, but problem persists in multi.
Hope some more experienced modders here can help, i'm a neophyte just messing around with files, many cheers in advance
you could always dig into the gameplay.constants and up the fleet multiplier. Change bold values : small to 2.0, normal to 4.0, large to 8.0 and you will have that massive fleet size.
fleetSupplyData-Small fleetSupplyScalar 1.0 fleetSupplyData-Normal fleetSupplyScalar 1.5 fleetSupplyData-Large fleetSupplyScalar 2.00
this is the easy way that doesn't involve editing individual maxslot/maxship research items.
If you change anything, Checksum will change meaning you can't multiplayer because your version differs from others.
Sweet
Will have to test if it works in multi, but this is god sent for single player.
Note if you want it to work with the Mad Scientists Mod you should change its gameplay.constants (if it has one), only make another mod if it doesn't.
Fleet supply scalars don't change capital ship slots, though.
^Changed the constant and game runs fine no matter which mod i tried it with, but yar cap ship slots don't increase alas.
Any easy way to remedy this? Or I could just edit the research files as before, but problem is it then seems to clash with quite a few mods (mad scientist included) and result in those cases where I get killed for no apparent reason (and reloading doesnt fix it).
Considering Mad Scientists is primarily a research mod, its possible that it changed the default fleet supply/capital ship techs, or otherwise conflicts. I haven't played MS in years so I'm afraid I can't be more specific.
Actually after thinking about it, didn't MS put the planet specific techs in the fleet supply window? That's probably whats causing your problem, he had to change the position of those techs and thus a fleet supply mod based on the Vanilla techs won't work. Hopefully he didn't change the name of the file, but if he did it still has to be somewhere in the mod.
just checked the ms2.5 entrenchment's cap ship count and it is stock levels of 1+1+1+2+2+2+3+3, and the files are the standard names.
harpo
Further questions/issues regarding specific changes of Mad Scientist should be directed to either the old thread:https://forums.sinsofasolarempire.com/328126
or the new thread:https://forums.sinsofasolarempire.com/410613
If enough people want the changes, I can make them permanent.
Back and had some awesome mega games thanks to ya all ^^
Editing the constant file stopped working randomly for some reason, so had to edit the research files to allow for higher limits and it works fine now. Also should note that GoaFan was right in that simply copypasting research (before I used to have a vanilla entrenchment folder from which id edit changes then paste them in relevant mod) into the mod doesn't work, you gotta edit the files from the mod itself.
Yeah i know that is common sense now that I said it ><
Anyways mad scientist runs great with these changes, thanks to everyone for your help!
I'm loathe to make another thread so want to ask another question if you all don't mind:
Regarding changing maximum level cap for capital ships. Saw that you could add a 5th ability so changed capital ships a bit in that they got 4 main abilities and 1 passive ability (since 5th ability doesnt seem to be selectable for some reason).
Tried raising max level cap in the constant file to 13 to compensate (with views to trying to raise the level cap to 20 and even add a few more levels to abilities) but changes doesn't seem to happen in game.
Eventually I'd like to also add levelling to frigates and cruisers but for now, trying to sort it out for capital ships as should be easier to add levels for them then for frigates.
Hope this idea is feasible, i'd assume if it was there would been a mod for that already but only ever found 1 message on this topic where the user confirmed that editing the constant file doesn't do anything and the level cap might be hard coded.
Can't mod the level cap or make leveling frigates.
Nooooooo.gif
Well technically you could if you were to remake them all as capital ships, though that would take a lot of work and there would always be a couple of quirks. Probably not worth it though.
L10 is the max for all capitals and iirc capital abilities can only go to a max of three levels.
You can make leveling frigates like the [FrigateCombatTurret.entity] which are spawned by ability. They will have stats at Levels 0, 1, 2 according to what level the spawning ability is at.
To make the Frigate Combat Turret move like a ship instead of sitting in space, you change the following:
maxAccelerationLinear 0.000000maxAccelerationStrafe 0.000000maxDecelerationLinear 500.000000maxAccelerationAngular 3.000000maxDecelerationAngular 9.999996maxSpeedLinear -1.000000maxRollRate 2.000000maxRollAngle 35.000000
to:
maxAccelerationLinear 200.000000maxAccelerationStrafe 100.000000maxSpeedLinear 50.000000
now you have a spawned/deployable missile turret that moves and can phase jump with fleet -nifty, eh?
To make a leveling Kodiak, you would need to copy the entity file, restructure it like the combat turret, and create an ability that deploys the leveling Kodiak and Levels to 3 instead of 1. As Capital ability levels, the spawned Kodiak MK2's stats change accordingly.
Of course, to edit the file you need the reference data converted from BIN to TXT. Files do work in game as TXT. Great for modding.
We rotten, arrogant bastages involved with 7 Deadly Sins have a few leveling frigates that are spawned by ability. Another modder has tons of ships that are spawned by ability, but again -these are ability spawned ships, not ships built by the frigate factory.
This is a fun way to have a "Builder" capitalship that has 3 abilities that deploy 3 different ships that level as the ability does. If the spawning ability improves from L1 to L2, the ships deployed when ability was L1 don't suddenly improve, but those ships deployed when spawning ability is L2 are now better than those spawned before.
Not in the experience sense, not without breaking the AI.
Cheers Semaz for the tips, gives me ideas for cap ships being able to deploy escorts ^^
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