This will be my version from the Star Wars Empire at War Forces of Corruption Alliance mods for the game Sins of a Solar Empire Rebellion. The mod will add most of the space units from my other mods and probably more from other era.
This mod will be release to the public by stages, the first stage will add the Empire and Rebel Alliance. Next stages will add the rest.
If you want know about the credits and what you will see, you can check the readme.txt from my las FOC mod.
http://firefoxccmods.com/Descargas/soasecredits.txt
Because the SOASE mod is at development, I have not compiled a list from units and credits about it.
You can know more about my mods at http://firefoxccmods.com
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This was my first question about SOASE at this forum. I have saved it because perhaps you found it interesting.
Hi, I was trying add a new model to the game following the iron clad documentation about it and when I was picking the texture_proyection1 for the tangent, I received this message from the program.
I´m not very familiarized with the program because I have edited most of models from my mod with 3Dmax 8. At this case, I exported at 3dmax to obj a model with its own uv and I wanted add all the rest of the stuff at softimage.
GoaFan77, thanks by tell me about the scale, I thought it by myself but without read your opinion I had ignored it my own opinion, now the titan shipyard and the titan look as they must look. Now I must update for this scale most of the particles but it will not be a big problem.
The unique problem goes to be the models uploaded to soase skydrive, I will add the new rescale mesh but the softimage scene will be with the old scale. Probably I will upload a few or them by small packs this week. The models will add hardpoints and textures but I will not add on the packs my particles, I will add a particle pack after the models. I go slowly making new particles and testing them into the game.
Don't worry about fixing the models you already have up. The XSI scene can be scaled easily enough, and if the mod tool can do batch conversions that should make dealing with that easy enough.
I have looked to see what you have added and cannot find any new folders or files. Are you adding them to your own Skydrive?
I agree with GOA that scale is not that big of a deal if you already uploaded.
Here is my latest, Hiigaran Battle-cruiser
the ion cannon raises out of the ship, fires, and lowers back into ship, capital cannon barrels have animated recoil on barrels
a hangar door particle that simulates an animated force field. Transparent with a static effect based off pirate flag. each bay will have its own custom fit particle.
Perhaps I did not told you it myfist0 but I have intentions from upload them by packs or at least many at one week but not when I convert them. I have a long list of priorities but always I finish all them.
ahh, no problem. That last quote fooled me
Let me disagree with you:
The main problem of Sins of a Galactic Empire (iam use R955 version for my SoseRebelion 1.04) ,
massive errors in files .galaxy
Because of the above problems with Sins of a Galactic Empire , I chose to base my Mod on SoSE:Rebellion Requiem 4.2.(I am interested mod's in the universe StarWars)
This mod works fine when playing VS 2 or more AI opponent's on Large Map (250+ Planets).
And i not have problem with the computer's performance.
Please understand me correctly.I like the idea of Sins of a Galactic Empire , but at the moment, an avalanche of large and small bugs make it almost not playable.
I also tried scaling planets larger is SoA2 but it brings up a load of other issues. I ended up half scaling all the ships and some structures. Even half scaling a fighter works no problem, it does not disappear and is just as easily zoomed in on.
Just curious, how can you test the amount of errors with dev.exe? is there any guide?
About the re-scale I´m not sure if I like it, first it needs a lot of work, not only on models, the particles must be made with the new scale, second I do not know if it is a zoom problem or what but nothing look equal of great than before. Third the re-scale clearly affects to the game speed because units movement is faster and specially the proyectiles. all these things go faster.
About MAXSHIPSLOTS0, it was my first change at game, I have made it for build big fleets and I have increased the default fleet from IA for each type of IA (agressive...). Only one comment, at the IA settings, better do not use a high amount value of units or specially at small maps you will not be able win to the IA. Other changes from me are the resources but it is a small trouble because if you increase them, at big maps you will have a lot of resources. Probably it can be made better because if it is low, at small maps you have low resources.
Guide this - https://forums.sinsofasolarempire.com/410160
When you run dev.exe, displays error messages ( if there are errors)The window(assert) describing the error, and the location and the two buttons "Skip" and "Skip all"Button "Skip all" not worked always.
Your mod? If its just for your own use that's no problem, but if you're wanting to make a Star Wars mod to release too you really should get permission.
But I don't think you understand my point. The great difference in size between a tie fighter and an Executor class Star Dreadnaught means you cannot have the Star Wars ships to scale in the same way the Sins ships are. That means you have three options.
1. Make the planets bigger and greatly increase their gravity well radius so that the Star Dreadnaughts can fit. However, larger gravity wells hurt gameplay performance, and just looking at Nomada's screenshots you'll see that he would need to make planets several times larger to just allow them to make turning somewhat manageable. And from what I've understand people who've tried it say the lag this creates makes it unfeasible.
2. Scale down all the ships, so that a TIE fighter is significantly smaller than a fighter from Sins. This is what SoGE did, and it has nothing to do with the .galaxy error messages, and is really the only valid option if you want to keep things to scale.
3. Abandon having all the ships to scale. This is what Requiem did, both because some of the mods it had were not to scale with each other and because the Executor was the only ship that caused problems, therefore it made more sense just to have it much smaller than it should be rather than change everything else in the mod.
I think you mean this.
I can't have black sun stuff to scale. DyiithJhinn constructs, the Fear, the Spirestorm etc would all be larger than the entire playable map space. Sometimes you need to take it for the team and figure out a new scaling concept.
And, yeah, increasing gravwell size I think dramatically raises AI cpu usage. I didn't test it extensively, but I had larger grav wells by about 2-3x in the early versions of Black Sun and it was pretty performance intensive after a point.
Interesting, I have seen how dev runs and clearly it can not be trusted at 100% because probably it compares the original lines with the new lines (position of lines) and it gives errors when a different line is at a different position.
About the re-scale............I recieved a run time error and I´m not sure about if I go to use it. There is a chance that I ignore the scale realism with planets, at the end, there is one thing very true, the planets can not be conquest, they can not be destroyed at 100% and they are not no more than a simple beautiful object.
These are all intentional; you are not supposed to play SoGE with ShowErrors enabled. Even though the game says there's an error, in reality, there is in fact no problem with the maps and the game loads them correctly. The mod loads absolutely fine when ShowErrors is set to FALSE. In fact, let me quote something from SoGE's FAQ:
No, it usually can be trusted. The error it may be giving might not stop your mod, but if it gives a warning at a particular line it is expecting something in your modded file that isn't their, or it found something it is not sure about. It does not have any knowledge of the original files.
Goafan77, if it is as you tell, why has it given me these errors?
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\Engine/Core/Settings.cpp(693) !attemptToReadLegacySettings || (attemptToReadLegacySettings && versionNumberFromFile >= ConvertToReleaseSpecificVersionNumber(184)) Text FileArchive missing Label. File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Alliance\GameInfo\AbilityDarkCombatFleet.entity Label: requiredShip Line Number:22 Line Contents: randomShipCount 0 Text FileArchive missing Label. File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Alliance\GameInfo\AbilityDarkSupportFleet.entity Label: randomShip Line Number:13 Line Contents:spawnShipsArrivalDelayTime 7.000000
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\Engine/Core/Settings.cpp(693)
!attemptToReadLegacySettings || (attemptToReadLegacySettings && versionNumberFromFile >= ConvertToReleaseSpecificVersionNumber(184))
Text FileArchive missing Label. File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Alliance\GameInfo\AbilityDarkCombatFleet.entity Label: requiredShip Line Number:22 Line Contents: randomShipCount 0
Text FileArchive missing Label. File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Alliance\GameInfo\AbilityDarkSupportFleet.entity Label: randomShip Line Number:13 Line Contents:spawnShipsArrivalDelayTime 7.000000
The first errors are very curious because I have not edited nothing of these things. But I feel that it compares lines with the original by the text file archive missing label error. Text FileArchive missing Label. There is one problem at some models but I do not know what it can be. At the end, they do not give problems.
File: C:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\Alliance\Mesh\NV_Mineral_ExtractorModSOASE.mesh Label: maxDiffuseMipLevel Line Number:2 Line Contents: hasValidTangents TRUE
About other things as the scale, at the end, I continue receiving run time errors, I go to ignore the scale from planets and I go to use my previous scale. Other problem for me are my eyes, I see all more beautiful with my original scale, I do not like the smaller scale.
But..........I have one question after read your comments, have you tried increase the scale from some planets? I do not speak about the gravitywell. If the planet and probably only the normal planets, not for rocks, it can be a solution.
This is just the Dev.exe recreating the settings file, if you just played the normal game or if the game updated.
This is an actual error. Sins files are not like XML (I think EaW had that). You can't just put which lines you want, if you skip a line, even if it is just to leave it blank, you can screw up the entire file parser.
In this cased, it is expecting the line "requiredShip" at line 22, but it is finding "randomShipCount 0" instead.
Same thing with this one, the meshes in Rebellion added an extra line "maxDiffuseMipLevel". It will not crash the game if you leave this out in txt but if you convert it to bin to improve performance you will have issues. You're probably doing this if you used an old version of convertXSI to get your models into .mesh. If you have python installed on your PC I have a script that can fix it if you really care that much, but its pretty trivial.
This is an actual error. Sins files are not like XML (I think EaW had that). You can't just put which lines you want, if you skip a line, even if it is just to leave it blank, you can screw up the entire file parser. In this cased, it is expecting the line "requiredShip" at line 22, but it is finding "randomShipCount 0" instead.
How can I fix it?
I have not python but if it was a problem from the convert............I suppose that I can convert them again, they are only a few models.
About EAW.......there is not a development tool, sure that we would find many errors at all the mods.
Just add the line it is expecting. Just look for an original file that uses the same syntax and use that as a reference. In this case (indentation did not save unfortunately, but that is also important), you just didn't label your required ship section.
instantAction buffInstantActionType "SpawnShipsAtPlanet" instantActionTriggerType "OnDelay" delayTime 0.000000 spawnShipsLevelCount 1 spawnShips minFleetPoints 50.000000 maxFleetPoints 51.000000 requiredShipCount 1 requiredShip type "InsertShipHere" minCount 1 maxCount 1 randomShipCount 0 spawnShipsArrivalDelayTime 1.000000 spawnShipsHyperspaceSpawnType "FleetBeacon"
Other question, if I scale the model into softimage, only must I not add the new scale to the tangent, no? I do not trust too much into the resize tool.
No problem. I wrote above - for my personal use.
I think the size of the Executor is relative value (not absolute) in the games.It must be larger than any other ship. This is implemented in the Requiem.IMHO the performance issue - the main to create mods. If the for maximum performance mustsacrifice aspect ratio (within reason), I think it should be done.
Technical Data Length Executor was 19,5 killometer, I think in the game do so unnecessarily.
SoSE strategy and not a space simulator )Enough to make it large visual.A lot of games that are very interesting, have low performance on very powerful computers.And for this reason it is not popular.
I repeat - in my opinion, the performance is what counts!Lags ,delay , freez no one delight
If dev.exe gives assert in this place you have a problem.And on some computer configurations can be crash.
Just some errors are critical to the program, and others are not.But ideally there should be no "assert" at all.
If a 1st Mod gives a lot of "assert" and the other Mod does not, then perhaps in the first mode is the problem - or am I wrong?
Not necessarily. It just means you're doing something different that the game didn't expect to find. Some tricks the modding community has come up with, such as AI specific research, work perfectly but will give error messages (in this case they are more like "warning" messages). Modders do not assume the users will be playing with the dev.exe or with errors enabled, so the warnings by themselves do not matter as long as you are sure they will not cause problems besides the error messages.
You do not need to scale UVs, texture or tangent.
In XSI explorer, expand the rootpoint, then I select the 1st mesh point, shift select the last mesh point, then I ctrl select the mesh.
Select scale and scale the model on all 3 axis at the same time.
once it is in the final size, select the mesh only and left click in Transform, freeze all transforms.
Select all the mesh points as above, left click Transform, Freeze Scaling
Select mesh, Freeze M (M is Model, near bottom), Freeze is the whole scene, I usually do that before export.
Export and test
Save Scene
I´m very confusse, I do not understand because it gives error with dev.exe. It is the code for AbilityDarkCombatFleet.entity
TXTentityType "Ability"buffInstantActionType "SpawnShipsAtPlanet"instantActionTriggerType "OnDelay" delayTime 0.000000spawnShipsLevelCount 1spawnShips minFleetPoints 126.000000 maxFleetPoints 126.000000 requiredShipCount 6 requiredShip type "CAPITALSHIP_PHASERelentless" minCount 1 maxCount 1 requiredShip type "CAPITALSHIP_PHASEISDII_Escort_R" minCount 2 maxCount 2 requiredShip type "FrigatePhase_Wombat" minCount 3 maxCount 3 randomShipCount 0spawnShipsArrivalDelayTime 7.000000spawnShipsHyperspaceSpawnType "FleetBeacon"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 1levelSourceType "ResearchWithoutBase"improveSourceResearchSubject "RESEARCHSUBJECT_ABILITYACCESS_DARKFLEET"aiUseTime "Anytime"aiUseTargetCondition "Any"isAutoCastAvailable TRUEisAutoCastOnByDefault FALSEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "ResourcesAndMustHaveShipSlots"resourceCost credits 6000.000000 metal 1000.000000 crystal 500.000000requiredShipSlots Level:0 90.000000 Level:1 90.000000 Level:2 0.000000 Level:3 0.000000cooldownTime Level:0 240.000000 Level:1 240.000000 Level:2 0.000000 Level:3 0.000000orderAcknowledgementType "ONGENERALORDERISSUED"researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_ABILITYACCESS_DARKFLEET" Level 1 RequiredFactionNameID "" RequiredCompletedResearchSubjects 0nameStringID "IDS_ABILITY_DARKCOMBATFLEET_NAME"descStringID "IDS_ABILITY_DARKCOMBATFLEET_DESCRIPTION"hudIcon "HUDICON_ABILITY_DARKCOMBATFLEET"smallHudIcon "HUDICON_ABILITY_DARKCOMBATFLEET"infoCardIcon ""
Any help will be good. About other things, I have re-scale manually with softimage all the models and I go to test them into the game now.
Be nice to see the error, ahh, same as above I assume.
requiredShipCount 6requiredShiptype "CAPITALSHIP_PHASERelentless"minCount 1maxCount 1requiredShiptype "CAPITALSHIP_PHASEISDII_Escort_R"minCount 2maxCount 2requiredShiptype "FrigatePhase_Wombat"minCount 3maxCount 3 randomShipCount 0
i think
requiredShipCount 6 is the groups
requiredShiptype "CAPITALSHIP_PHASERelentless"minCount 1maxCount 1
is a group
it uses the 6 to count lines down to the next section, you only have
requiredShipCount 3
Thanks. I have another crazy problem, I have changed the scale from all the models with softimage but when I convert them to mesh and I load them into the game, nothing has changed with many of them. What could I make bad? the xsi export does not look bad but the mesh file increased the scale from the model.
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