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

 

7,620,183 views 2,761 replies
Reply #451 Top

Quoting Sinperium, reply 448
Wait...we're fictional!?
End of Sinperium's quote

Roesh is fictional...

Technically all online personas are fictional, some much more then others.

 

And

Add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #452 Top

add custom map sharing to sins of a solar empire diplomacy/entrenchment AND rebellion

and do not HARP on it

harpo

 

Reply #453 Top

Question...Does anyone have specifics on how refinarys (And their ships ships) work? 

Ordered most important to least.

 

What "Cargo" do (Inrelation to refinary ships)?  when I changed that value, it doesnt seem to do anything.

Do refinaries provide a set income? Or do the ships attached to it, which are actively servicing extractors make for the income?

How are refinaries linked to extractors? Is it that one refinary "Services" all extractors in the gravitywell, or that one refinaryservices all in the gravity well?

Reply #454 Top

Quoting harpo99999, reply 452
add custom map sharing to sins of a solar empire diplomacy/entrenchment AND rebellion

and do not HARP on it

harpo

 
End of harpo99999's quote

Harp?...Oh.

Reply #455 Top

Quoting the50first, reply 453
Question...Does anyone have specifics on how refinarys (And their ships ships) work? 

Ordered most important to least.
End of the50first's quote


 There are places peppered all through the changelog threads explaining things like this.

Quoting the50first, reply 453
What "Cargo" do (Inrelation to refinary ships)?  when I changed that value, it doesnt seem to do anything.
End of the50first's quote

What "Cargo" do is not a question.  Not one that I understand anyway.  Re ask it in a coherent manner.  Like, "what does the role type Cargo do for the refinery frigate?" or something like that.

Quoting the50first, reply 453
Do refinaries provide a set income?
End of the50first's quote

Refineries themselves do not provide income.

Quoting the50first, reply 453
Or do the ships attached to it, which are actively servicing extractors make for the income?
End of the50first's quote

For each successful trip the ship makes, the income is added.  It's the same thing for trade ships.

Quoting the50first, reply 453
How are refinaries linked to extractors?
End of the50first's quote

Refineries are linked to extractors by a count you can see when you select the extractor.

Quoting the50first, reply 453
Is it that one refinary "Services" all extractors in the gravitywell, or that one refinaryservices all in the gravity well?
End of the50first's quote

Are you asking the same question twice?  A refinery services all of the resource asteroids in the gravity it is in, as well as all of the single hop connecting gravity wells.

Reply #456 Top

 Thanks alot.

The question about Cargo was regarding these lines in the frigateXrefinaryship.entity file
cargoType "RefineryResources"
maxCargoCapacity 50.000000

I've edited the values to about 200 to see if it does anything regarding income (Income being in form of metal and crystals), and it seems to not have any affect. I'm beginning to think this is just a way to determine how much "loot" destroyers of these ships receive.

There are places peppered all through the changelog threads explaining things like this.

I've poked about a little bit. Havent seen changelog therads, Just general questions from players asking about their usefulness.

 

Mind telling me how accurage my map of understanding of their workings is?

Extractor built and assigned to multiple mines in and out of system (With initial preference to in system until out of system refineries are built)

Ships go between mines (in system) and refinaries (Out of system) to maximise profit.

The cargo capacity/type of cargo ships doesn't bear any relevance to operation of the ship, because the mines themselves have their own "Refinery" exclusive amounts.

Reply #457 Top

Quoting the50first, reply 456
Extractor built and assigned to multiple mines in and out of system (With initial preference to in system until out of system refineries are built)

Ships go between mines (in system) and refinaries (Out of system) to maximise profit.

The cargo capacity/type of cargo ships doesn't bear any relevance to operation of the ship, because the mines themselves have their own "Refinery" exclusive amounts.
End of the50first's quote

I don't think there is any difference between in system and out of system mines for refineries. All that matters is the total number of extractors serviced by the refinery (which assuming all the mines have spare capacity) in the refinery's gravity well and in every adjacent gravity well. I think the actual amount of resources you get is defined in each planet's entity file, which is how those neutral gravity well extractors both more refinery resources and can support more refinery ships. If you want to arbitrarily raise the global amount of resources generated by refinery ships (for a specific faction) without changing the planet entity files, in Diplomacy you can use a research with a "refinery cargo capacity" or something like that used by the Vasari resource pact.

 

 

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

Reply #458 Top

For frigates and capital ships, what's the maximum number of NumResearchPrerequisites one can slap onto it? 

 

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

Reply #459 Top

Quoting Lavo_2, reply 458
For frigates and capital ships, what's the maximum number of NumResearchPrerequisites one can slap onto it?



Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.
End of Lavo_2's quote

 

A further question ... is there a maximum number that beyond it, the AI simply won't research?

Reply #460 Top

Quoting boshimi336, reply 459
A further question ... is there a maximum number that beyond it, the AI simply won't research?
End of boshimi336's quote

This is pretty much the very same cap, for all intents and purposes, that I'm looking for.

 

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

Reply #461 Top

To add onto what I asked earlier; it appears that the maximum number of research prereqs a research tech can have is 2; adding anymore to the research entity will only result in the first two of the list to show up.

 

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

Reply #462 Top

I think only the "IsUltimateAbility" can be 3 (for capital ships).  Starbases apparently have different limits (I'm not sure what) and frigates are 2.

Reply #463 Top

Ok...I have a map where the AI starts at a dead asteroid HW with a couple of labs and a frigate constructor present.  They are also given a dozen scouts and another dozen colony ships and frigates--but they just won't colonize. 

I've set the game on 8x speed and made everyone "colonizer" or "aggressive" and they just don't do it.  I've changed the phase lanes and moved planets right next to them and in about 20 run throughs one faction colonized one dead asteroid and nothing else.

What does it take to make the AI take a colony ship and colonize without having a major world nearby?

Reply #464 Top

The AI doesn't move it's Home World unless it's starting one is lost; so they remain on the Dead Asteroid, which severely hampers their income flow and thus ability to colonize other planets and expand.

Starting on a 'roid also mean the AI has an utter lack of logistic slots, so they do not build the research labs required for ice and volcanic planets.

Reply #465 Top

Try giving them 2 civ labs to start. Not to sure on how the map maker will jive with the existing civ slots though.

Reply #466 Top

It maybe that they need to either have or be able to construct a frigate factory if you didn't give them one and the slots are full.

Reply #467 Top

I had them on a dead asteroid with two civ labs and a frigate factory and a militia siege frigate that would slowly bomb them out.  They just sat there.  In about ten runs, one of eight AIs colonized one dead asteroid.

I did find the trick though.  Apparently they need actual credits and don't black market resources for cash.  Even though I started them with a generous amount, it wasn't until I swapped the dead asteroids for pirate bases (with the income bonus) that they began to behave normally.  Still the stupid AI but actually colonizing at least. They colonized all world types but prefer Terran followed by Desert.

Thanks for the replies though.

So to sum up: give them half a dozen scouts and colony frigates at least, two civ labs and a frigate factory on a pirate base that is "true" for being their HW.

Reply #468 Top

Got a modding question? Here's a good place to ask!

Reply #469 Top

Just curious, are there mods that add independent colonies and the like to random maps? Because I just figured out a way to do so if that's not common knowledge.

Reply #470 Top

Can you clarify?

Reply #471 Top

Quoting Sinperium, reply 470
Can you clarify?
End of Sinperium's quote

Yeah I realize that wasn't quite was I did. I have figured out how to get independent colonies on any map without changing the individual maps. Random, prebuilt, galaxy forge etc., doesn't matter. Each time you load a map, you may find random neutral colonies at any given planet.

If this is something that hasn't been done before and there is interest, I may make a small mini mod that shows how to do this.

Reply #472 Top

Sure.  Sounds interesting.  I think PbHead might know a little on this but I don't think there is anything up about really how to mod it.  I'd love to see it.

The more we learn, the smarter we get.

Reply #473 Top

Quoting GoaFan77, reply 471

Each time you load a map, you may find random neutral colonies at any given planet.

If this is something that hasn't been done before and there is interest, I may make a small mini mod that shows how to do this.
End of GoaFan77's quote

Define "neutral colony". If you mean having a planet colonized by milita, without having it spawn with a colony frigate, I've done this before personally. If you mean a neutral player that owns a planet and goes out colonizing, I haven't done that, though I think it's been done before.

Reply #474 Top

I havent set random maps to do that.

 

Reply #475 Top

Is it possible to modify the cost and time of buying capital ship levels?

Second, as I don't see a option in GalaxyScenarioDef to specify, when making groups for a planetItemsTemplate whether the player is AI controlled or human controlled. I request Ironclad, if they have not done this already, to implement this. It would result in a nice amount of options for modders.