Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

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

 

7,619,736 views 2,761 replies
Reply #426 Top

Yes, because I don't know how to use Eclipse.

Reply #427 Top

Quoting ImperatorPavel, reply 426
Yes, because I don't know how to use Eclipse.
End of ImperatorPavel's quote

post questions in the thread I linked you to. It could use some bumps

Reply #428 Top

Ok I will.

Reply #429 Top

Quoting ImperatorPavel, reply 426
Yes, because I don't know how to use Eclipse.
End of ImperatorPavel's quote

It's a journey many give up on. Eclipse is a good tool for people capable of using moderately advanced software development tools. In this case it's used at it's most basic level but still replaces all of the things you would do in an alternative editor such as Notepad++. Many people don't want to move away from what they know which is fine, I knew many developers that didn't want to move away from unix VI to IDE's because they new it so well at the time.

 

Reply #430 Top

Wait...I feel stupid.  What happened!?

Reply #431 Top

Someone asked a question, a solution was provided, and discussion followed.  All caught up now?

Reply #432 Top

Quoting Stant123, reply 431
Someone asked a question, a solution was provided, and discussion followed. All caught up now?
End of Stant123's quote

 

:rofl:

Reply #433 Top

And I thought I was moderately advanced too...darn.  Ok, real question:

I have a "multiple player's spawn at one colonized world" template.  Works fine.  As it is currently written, it gives everyone Tech assets and also spawns a militia group.  The planet is owned by one of the players.

I'd like to go a step further and have it give the player assets by race.  So instead of a Vasari, Advent and TEC player all getting a Tech Frigate, they get the one appropriate for their race.

No idea how to go about it and I wonder if that is what "subgroups" might be useful for?  Here's the template--anyone know if/how it can be fixed to do what I want?

 

template
    templateName "DEPOT"
    subTemplates 0
    groups 4
    group
        condition
            type "Always"
            param ""
        owner "RandomMilitia"
        colonizeChance 0.000000
        items 5
        item "Tech:Frigate:Siege"
    group
        condition
            type "Always"
            param ""
        owner "PlanetOwner"
        colonizeChance 0.000000
        items 2
        item "Artifact:GalaxyTravel"
        item "Artifact:WormholeTravel"
    group
        condition
            type "Always"
            param ""
        owner "NewPlayer0"
        colonizeChance 0.000000
        items 1
        item "Tech:Frigate:Constructor"
    group
        condition
            type "Always"
            param ""
        owner "NewPlayer1"
        colonizeChance 0.000000
        items 1
        item "Tech:Frigate:Constructor"


Reply #434 Top

There is a condition for spawning specific ships "if player is race". Look in the galaxysenariodef's homeworld templates or certain maps where you start with a premade fleet (the exact name escapes me).

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

+1 Loading…
Reply #435 Top

goafan77, the current form of the IsPlayIsRace is the dual form IsPlayerRaceQiuckStart and IsPlayerRaceNormalStart, that can only be added into the maps with a text editor due to galaxyforge crashing on these two conditions.

harpo

+1 Loading…
Reply #436 Top

So "IsPlayIsRace" is my condition type then?  Could you post a sample please showing the proper use?  I'm not having any luck including this in a functional way.

I use GF for starting planet/star placement and the like but I hand-type in all my templates and militia and such.

Reply #437 Top

I've made templates that spawn ships by race but what I haven't got to work here is having so many conditions together in a single template group.

I think the big issue for me is how to specify an actual player number AND a racial condition simultaneously--which has to be done by player number since they are not the planet's owning player.

When this is used in a group--the player owns the planet and it works fine:

        condition
            type "PlanetOwnerIsRaceQuickStart"
            param "Psi"
        owner "NewPlayer0"
        colonizeChance 1.000000

When it is changed to the following though (since this group won't own the planet--no one does) all the ships from this group and the other groups for the other races all spawn at once:

        condition
            type "NoPlanetOwner"
            param "Phase"
        owner "NewPlayer0"
        colonizeChance 0.000000


Reply #438 Top

Another question:

 

How do I edit/mod mines out of the game? how many places do i need to go to get rid of them and where? I could have sworn this question was asked by another on a previous occasion but I have been unable to locate the question/potential answer

Any help would be greatly appreciated!

Cheers

Reply #439 Top

In your Stardock Games/Sins of a Solar Empire program directory there are:

  • Entity Files in the GameInfo folder.
  • Entries in the English.Str file in the String folder.
  • Entries in the entity.manifest file.

Be sure to change the numerical totals in the String and Manifest files to show the number of entries you deleted to remove the mines.

Here's a link to most of the files to remove: http://tgnforums.stardock.com/395897

I'd recommend go through the manifest and string files with a search for "mine" and look at each.

You can follow Goa's advice and just remove the research and go into each of the scout's entity files and delete the various "AbilityDetectMines" types there.  You can also remove the Vasari "Ruiner" as it will no longer serve a purpose.

+1 Loading…
Reply #440 Top

Quoting Sinperium, reply 439
In your Stardock Games/Sins of a Solar Empire program directory there are:


Entity Files in the GameInfo folder.
Entries in the English.Str file in the String folder.
Entries in the entity.manifest file.

Be sure to change the numerical totals in the String and Manifest files to show the number of entries you deleted to remove the mines.

Here's a link to most of the files to remove: http://tgnforums.stardock.com/395897

I'd recommend go through the manifest and string files with a search for "mine" and look at each.
End of Sinperium's quote

 

Mega awesum answer and uber quick

+1 to you sir.

 

Thanks!

+1 Loading…
Reply #441 Top

Quoting Sinperium, reply 439
Here's a link to most of the files to remove: http://tgnforums.stardock.com/395897
You can follow Goa's advice...
End of Sinperium's quote

For the record, no I do not mind useless buttons in game, especially ones for abilities I never use anyways. ;)

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #442 Top

I agree that that the Devs adding custom map sharing to Sins of a Solar Empire: Rebellion far outweighs the concern over superfluous buttons --though that does not address MY original question above.

And Boshmi and Roesh will pay for their previous comment...oh yes...they will pay. :ninja:

Reply #443 Top

Reply #444 Top

If you mean pay by laughing at you attempting to settle the score with a fictional character, then by all means, knock your self out.  =Þ

Reply #445 Top

I have had the PlanetOwnerIsRaceQuickStart and PlanetOwnerIsRaceNormalStart work in the TEMPLATES section of the maps, but not in the planets area.

Harpo

Reply #446 Top

Quoting Sinperium, reply 437
When it is changed to the following though (since this group won't own the planet--no one does) all the ships from this group and the other groups for the other races all spawn at once:

        condition
            type "NoPlanetOwner"
            param "Phase"
        owner "NewPlayer0"
        colonizeChance 0.000000
End of Sinperium's quote

I might be wrong with this but; shouldn't you just put in multiple conditions for multiple races? i.e. two other conditions for NewPlayer0, one with Tech and one with Psi? This should force the game to spawn only the player's race's stuff.

Quoting MegaHammerz, reply 438
How do I edit/mod mines out of the game? how many places do i need to go to get rid of them and where? I could have sworn this question was asked by another on a previous occasion but I have been unable to locate the question/potential answer
End of MegaHammerz's quote

Another alternative way is to edit all of the planet and star entity files and set maxSpaceMineCountPerPlayer to 0. Also get rid of the Ruiner and mine research so the AI doesn't uselessly build/research it.

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #447 Top

Edit: Double post

Reply #448 Top

Wait...we're fictional!?

Reply #449 Top

Quoting Lavo_2, reply 446

I might be wrong with this but; shouldn't you just put in multiple conditions for multiple races? i.e. two other conditions for NewPlayer0, one with Tech and one with Psi? This should force the game to spawn only the player's race's stuff.
End of Lavo_2's quote

Without going into extreme detail, if I add multiple groups for the players specifying race  either all players come out with ships for the first racial type listed or they all come out with ships from every one of  the racial types given.  So if I make a "phase/psi/tech" by race condition and lump them as groups added to a militia or none owned planet, that's what happens.

Additionally, I most emphatically  advise the Devs to add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #450 Top

sinperium, here is a link to a text file version of a playerstart template that I had used when testing a mod to ds for another modder, the template should be in the templates section of the map, and I have tested with all three races

link to template.txt

harpo