modding

some question about modding.is it easy?is there a good tutorial.can a faction more than one turrets types(can you create turrets with different kind of weapons:laser,missiles,plazma?).as you know many technologies can be reasearched  two times(like those that increase the laser dmg) can this number be greater that 2(5,6,200)

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Reply #1 Top

Modding is easy, but the information is somewhat limmited so you will either have to learn through trial and error or ask here on the forums. The forgetools 3 have a modding documentation which is a good intro, but some of the info is outdated and has changed e.g. according to the documentation you will need all the GameInfo files and those who isn't included is not used by the game, now you only have to include the files that you want to change and if you want to "remove" an original file you have to remove it from the entity manifest (is a file which is explaned in the documentation). Also note that it includes some reference files which is quite outdated and you will need to make your own (look below).

Each faction can build a max of 9 tactical, 9 logistic, 9 capitals, 9 frigates and 9 cruisers (note that frigates and cruisers are the same, but they are just shown on different places in the ui). This means that you can have as many turrets as you want as long as there only is a max of 9 tactical modules (you can also make some logistics modules instead of tactical). Any entity can have a max of 3 different weapons.

As far as it is known there isn't any limit on research levels (surprisingly).

Found a thread with the updated reference: https://forums.sinsofasolarempire.com/378266

The guy who made the thread also has some other threads with some tools that he made which helps converting the game files so that they can be editted (do this by copying the files and convert the copies).

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Reply #2 Top

jthank you very very much for the information.some last questions.what file i need to edit to change ship and building,research cost,armor,dmg,hull .where i can find ship models

karma to both of you.where is the player entiti file

Reply #3 Top

Quoting bill2505, reply 2
what file i need to edit to change ship and building,research cost,armor,dmg,hull .

All start with the player entity file... from there, everything evolve like a tree...

the player entity link to ship entity who link to ability entity, who link to buff... ship entity link to .mesh too, who link to texture and harpoint, these last an link to particule effect...

So, the best thing to start is read the player entity file and from there, follow the way to what you wish to change...

In fact, the main file is somehow the galaxydef file, somehow the root of the tree... but for little edit, you don't need start there... but if you wish add militia, planet, etc, it is the starting place...

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Reply #4 Top

There are simple ways to identify files

anything that starts PlanetModule has to with the planet buildings, Usually ships are refered by their roles, such as Frigate(Race)(ship type), planet are labelled Planet(planet type), all abilities also have a correspond buff

The way I learned to mod was that I take one of the mods that do work, and compare the files to the base game files, you see what has been changed from the base and see the differencee in the game, also, it also helps that there is a dev.exe, make use of it, it allows you basically to change a lot of the variables in the game to make sure everything works out.