Remove long range jumps

I have just gotten into mapping for sins (creating a few story based maps for some friends, might release them later when I get a propper story together).

One thing I would like to do however is to remove Long Range Jumps from all the tech trees via a mod or a setting in the map (for some of the levels, i.e. one which involves another galaxy and a wormhole linking them).

Does anything like this already exist? Otherwise is anyone upto the job or can point me in the direction of some guides that will help me along :-)

I can code PHP and Ruby so am sure I could pick it up.

21,631 views 18 replies
Reply #1 Top

Well, if you are just wanting to prevent ships from phase jumping between stars, simply don't make any regular phase lanes that connect to the stars. That way it is a useless tech and you still can only get to other systems by regular phase lanes or wormholes.

If that is not an option due to role playing issues or whatever, just removing that tech from the (racename).entity file in the gameinfo folder (make a mod to do this, don't alter the regular game files!) would be the easiest way to remove it.

Reply #2 Top

yeah I do this often when I make maps or even alter other peoples that I download.  I just remove the phase lanes that connect planetary bodies to stars.  Then make regular phase lanes connect different planetary bodies in different star systems.  And lets say I have two asteroids in two different star systems linked together with a phase lane, the ships traveling between them will travel at speeds as if they were jumping between  stars. 

Reply #3 Top

Or you can go into each race's PlayerXXXXX file and delete:   entityDefName "RESEARCH_HYPERSPACE_GALAXYTRAVEL" then noone can research star jumping. :grin:

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Reply #4 Top

Quoting NovaCameron, reply 3
Or you can go into each race's PlayerXXXXX file and delete:   entityDefName "RESEARCH_HYPERSPACE_GALAXYTRAVEL" then noone can research star jumping.

Pretty much like I said, except you actually looked up the research name for the tech.

Reply #5 Top

Ya... I figured he would need to know what he's looking for. Sounds like his first time so I gave him a break. :P  

Reply #6 Top

Thanks for the help guys, though it's "her" by the way ;-) :D

Great ideas, if I don't phase connect the stars could the vasari still get to them using the super weapon?

I will have a google for making a basic mod using your helpful hints!

 

 

Cheers!

 

didlix aka Rachel

Reply #7 Top

the klostra cannon can ONLY fire at planets that have been scouted or visited by fleet/ships, so no it will NOT fire at it.

the quick way to make a mod for entrenchment & diplomacy (easiest to mod) is create a folder in the mods-entrenchment( or diplomacy) v 1.### (the highest number you have) and call it the name of the mod, then create the gameinfo folder for entity's and copy the entity's that you want to alter into the mod's gameinfo folder, then text the entitys with a tool like my textbin gui which is also in my modding utilities pack which even has a mod updater to update older mods to current, then edit the texted entity files to the way you want them, if you add new entity files then you will also need to add them to the entity.manifest for the mod( and I also created a simple manifest maker in the modding utilities pack) then test the mod with the dev.exe in the same folder as the sins & entrenchment & diplomacy  exe if you have the expansions.

to mod vanilla sins you NEED to copy the ENTIRE sins folders from your sins porgram folder to the created mod folder, then text the files, edit the entity's you want to, then test in the sins dev.exe.

harpo

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Reply #8 Top

Thanks for the superb help everyone, karma given !

Reply #9 Top

If you only want to use the klostra cannon to travel between the star, then you can do it by connecting the stars, don't enable the star travel research and remove the explored requirement constrict. I can give a more detailed (and propably more helpful) explanation if that was what you had in mind.

Reply #10 Top

Quoting NovaCameron, reply 3
Or you can go into each race's PlayerXXXXX file and delete:   entityDefName "RESEARCH_HYPERSPACE_GALAXYTRAVEL" then noone can research star jumping.

 

Where are these file found? All I can find is the playertech entity file within the GameInfo Folder  which includes a similar line : entityDefName "RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELTECH"

But when i remove this line, Researching and utilizing Long Range Jumps is still possible. i have removed this line from the playertech file in both the main game folder and the one in the users/admin/appdata/inronclad folder. The way you explain it is seems as though there is a different file for each race, so am i missing something? im trying to do the same thing as didlix here and ready to pull my hair out lol.

 

Reply #11 Top

melikye10, the PlayerRACE.entity files to be changed SHOULD be in your appdata/ironclad/sins/mods-expansion v#.###/modname/gameinfo folder.

you SHOULD NOT alter the files in the program files/stardock/sins/gameinfo folder.

also EACH of the THREE races TECH,PSI & PHASE have to have the change made.

it is simpler to edit the RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELTECH.entity, RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPSI.entity & RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPHASE.entity and put a requirement for 9 labs in each.

harpo

Reply #12 Top

yeah after lookin at it again with fresh eyes kinda realized the first part there about not altering the install folder. The rest makes sense. Thanks for the help harpo

Reply #13 Top

guess im still a little confused here. when i open up the one for psi it shows me this:

TXT
entityType "ResearchSubject"
hudIcon "HUDICON_RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPSI"
smallHudIcon "HUDICON_RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPSI"
infoCardIcon ""
NameStringID "IDS_RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPSI_NAME"
DescriptionStringID "IDS_RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELPSI_DESCRIPTION"
researchWindowLocation
 block 0
 pos [ 2 , 1 ]
ResearchField "NonCombat"
Prerequisites
 NumResearchPrerequisites 0
MinimumArtifactLevel -1
BaseUpgradeTime 50.000000
PerLevelUpgradeTime 5.000000
BaseCost
 credits 800.000000
 metal 100.000000
 crystal 175.000000
PerLevelCostIncrease
 credits 1000.000000
 metal 25.000000
 crystal 25.000000
Tier 2
onlyWorksIfTierLabsExist FALSE
MaxNumResearchLevels 1
priority 0.000000
researchBoolModifiers 1
researchModifier
 modifierType "AllowGalaxyTravel"
researchFloatModifiers 0
artifactPicture ""

now as it is, there should already be a requirement for 3 labs as that is wat it takes to research. when you said about putting in one for 9 did you mean completely new code or just adjusting the existing? The other question is, wont that just prolong the amount of time it takes to be able to research it. i realize there are only 8 levels in the tree. is this wat would prevent it from being used? otherwise all it would take then is to have 9 research labs and it would be researchable. i havent done any editing since pax imperia so im quite rusty at this so please bare with me.

Guess I should also say im running original sins v1.191

Reply #14 Top

This has been already said, but you must have every single file in order to mod vanilla sins, thus making entrenchment and diplomacy easier to mod. Yes, there is a hardcoded limit to the number of research levels, which is 8. It would disable the game from using the research.

Reply #15 Top

The first thing on a new modders list should be the Developer.exe's. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to Enable Logging, then you can copy the information to paste into a thread in the modding forum.

Just adjust the existing IN THE MOD FOLDER and test the new mod with the Sins of a Solar Empire Dev.exe located in the install directory. Then you can spawn structures and fleets quickly to test.

Reply #16 Top

Quickly describe how one spawns stuff in the dev exe. That feature escaped me...

Reply #17 Top

How about I explain 

CLICK THE LINK  x_x

press all the different letters while activated and look at the different options. very simple.

Quick start = all research done

instant build times

no slot restrictions

infinite credits

Reply #18 Top

On the subject of the starting post, I'm doing a map based on a game board scifi game and I had the same issue.  I did leave the planets disconnected by phase lanes from the stars but that caused other mechanics issues for how I wanted to lay out worlds.  It would be nice to simply be able to have a switch for "connect stars" or to not do so. I'm also trying to make my scenario a map and not a mod.

Any chance they will ever update galaxy forge?