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

 

7,602,404 views 2,761 replies
Reply #1576 Top

How would I go about setting a unit-cap limit to a particular ship?

I've successfully made some new ships, but would like to limit them to 1 or 2 per game. (like titan or super weapons).

Can this be done with capital ships?
Also how can you change how much capital ship supply/crew a ship uses? (I've found fleet supply)

Thanks heaps. :)

Reply #1577 Top

Quoting XViper123, reply 1576
How would I go about setting a unit-cap limit to a particular ship?

I've successfully made some new ships, but would like to limit them to 1 or 2 per game. (like titan or super weapons).

Can this be done with capital ships?
Also how can you change how much capital ship supply/crew a ship uses? (I've found fleet supply)

Thanks heaps.

Not possible with modifiers. Capital ship crew is hard coded to 1 per capital ship. Titan is hard coded to 2 capital crew. 

There's a semi-complicated ability way I started that's been modified and improved by other mods such as Maelstrom and E4X for hero type units you can check out.

Reply #1578 Top

Quoting XViper123, reply 1576
How would I go about setting a unit-cap limit to a particular ship?

I've successfully made some new ships, but would like to limit them to 1 or 2 per game. (like titan or super weapons).

Can this be done with capital ships?
Also how can you change how much capital ship supply/crew a ship uses? (I've found fleet supply)

Thanks heaps.

Quoting ZombiesRus5, reply 1577
There's a semi-complicated ability way I started that's been modified and improved by other mods such as Maelstrom and E4X for hero type units you can check out.

Aye, but depending on how you want it to work it goes from semi-complicated to very complicated very fast. I would recommend you have plenty of practice with abilities first before attempting that.

Reply #1579 Top

Ok, buger.

No worries, thanks guys. :)

I'm more worried about the unit limit than the capital ship crew.

Is it a 'no' on both accounts?

Reply #1580 Top

Quoting XViper123, reply 1580
Ok, buger.

No worries, thanks guys.

I'm more worried about the unit limit than the capital ship crew.

Is it a 'no' on both accounts?

Absolute no on capitalship slots.

For the limit, its really not an intentional feature in Sins. You have to fake it with abilities (like so much else). I developed an ability that limited a ship in Sins of a Galactic Empire to 4. That required something like 15 new files, and as you can see on the previous page, if you mess up something just a little bit it can cause crashes with an error that shouldn't even exist. ;)

I get the impression you're kind of new to this, so I'm just saying that this is not the thing to start ability modding with.

Reply #1581 Top

Cool, no worries. :)
Will keep that in mind.


You're right, I'm new to this.
I might revisit it at a later stage. Its good to know its possible, but I will just live with it for the time being.


Thanks alot for your input.

Reply #1583 Top

Quoting XViper123, reply 1583
What about experience required to level up?

Gameplay.constants

Reply #1585 Top

Although goafan77 already tried to help me, I'll just put it here so if anyone ever happens to find a way - post it please ^^

 

What I'm am looking for is:

A starbase SOMTHING (either upgrade, ability, or w/e) that creates a tradeportincome, fully depending on a 2 level research and nothing else. No extra cost, no required upgradeslots, just like it was an ability with a research prerequirement, except for I don't think there is a possible tradeincome-ability.

Here is a link to the original thread

https://forums.sinsofasolarempire.com/438126

 

Until a miracle happens, I will just go with the cheap work-around. ^^

Reply #1586 Top

Quoting Schmiddi06, reply 1586
except for I don't think there is a possible tradeincome-ability.

Nope. There is income, and there is a % trade income bonus, but you cannot generate trade income directly with an ability.

Reply #1587 Top

Can anyone tell me if there's a way to spawn a buff on an amount (say 200) of damage taken, at the moment im trying:

instantAction
    buffInstantActionType "ApplyBuffToLastSpawnerNoFilterNoRange"
    instantActionTriggerType "onDamageTaken"
    buffType "Buff_mybuff_Recourse"

 

I've tried putting lot of different things on the line after onDamageTaken but I always get an "Failed to convert 'onDamageTaken' to an enum value." error.

Reply #1588 Top

Quoting Emowomble, reply 1588
I've tried putting lot of different things on the line after onDamageTaken but I always get an "Failed to convert 'onDamageTaken' to an enum value." error.

Well it doesn't really matter, your approach won't work. The way you have it set up you'll apply that buff any time the owner takes damage, you can tell it to only work when it takes 200 damage. Only the finish condition "DamageTaken" can do that. I would use the condition "OnBuffFinished" combined with that finish condition I mentioned to do what you're trying to do.

http://code.google.com/p/soaseplugin/wiki/RebellionSyntax

Reply #1589 Top

Thanks!

That works for the most part, though as the target buff is spawned by an aura it means I can't remove it when the target goes out of range without firing off the trigger buff. But I can live with that.

Reply #1590 Top

Quoting Emowomble, reply 1590
That works for the most part, though as the target buff is spawned by an aura it means I can't remove it when the target goes out of range without firing off the trigger buff. But I can live with that.

It will also trigger when the target dies if its under 200 health. Maybe if I thought about it hard enough I could come up with a way of getting it to work, though I'm not sure if this is a good thing to be applying by a passive aura in the first place. What does the buff you're applying from this do?

Reply #1591 Top

You need to stage it, three applications.

 

The OnBuffFinish part needs to be in a second file, and do another file instead of directly having the affect you're after.  with a one second delay on that effect.  Have them both finish using LastSpawnerNoLongerHasBuff with the first file as the one they check against.

 

Put all your normal finish conditions for the ability in that first application and terminate the other two off it's loss.  When your target leaves range or something, the condition will trigger, but the triggered file will end before the instant action is taken.

Reply #1592 Top

It's a replacement for the Anky's furious defence. When a fleet member takes 200 damage it applies a small damage and health regen buff back to the titan (1%dam and 0.01 health per sec), when the Titan takes 200 damage it loses the buff. As it's such small effect by itself (but can stack up to 100 times) I'm not overly worried about a few triggers from out of range.

The idea was to punish other people ignoring the Anky and just going for it's support fleet.

Reply #1593 Top

I read posts about dynamic movement (or fighter-like movement) for frigates and capital ships.
How is this accomplished? I'm under the impression is is simply just a line in the .entity file, but this sounds a little too easy.

What would I need to be aware of?

Reply #1594 Top

Quoting XViper123, reply 1594
I read posts about dynamic movement (or fighter-like movement) for frigates and capital ships.
How is this accomplished? I'm under the impression is is simply just a line in the .entity file, but this sounds a little too easy.

What would I need to be aware of?

It is, it just takes a lot of tweaking of speed/accelaration/turn rates (also in the .entity file) to get them to move in a way that looks quasi realistic and makes them useful.

Reply #1595 Top

If you're modifying the vanilla entities, they're basically flying bathtubs.  You'll have them skiing basically, a much more agile set of stats will be needed to keep things neat or they can fling themselves about quite nicely.  An angular acceleration of 1 and a strafe acceleration of 10 just will not cut the mustard.

 

Aside from finding good movement settings to get them rolling around good, you have the design itself.

 

Fighter movement is fake.  They operate on one simple measurement, attack range.  Your poor stupid ship will run away for all eternity from another ship with the same movement speed that gets stuck behind it outside that minimum they turn around at.  Your ships will do their run, turn around, and run all the way back to maximum weapon range before circling back around.  It's essential that you either have heavy rear damage, or zero possibility of a perpetual pursuit via careful management of speed and weapon range.

 

Whatever you do, never make a fast, short range ship, that can make their attack run and turn around inside the attack range of another ship that uses fighter movement.  They basically guarantee spreading fleets all over creation.  This isn't so much a problem for the player as it is the AI.  You can interrupt your idiot ships, the AI wont.  Fighter movement will literally kill them off in the wrong circumstances.  They will send their flagship into a well where it ends up running away indefinitely, and then sink massive amounts of resources into other ships that get stuck chasing that farflung battle until the ship finally dies and resets the enemy target priority.

 

Looks nice, significantly changes tactics with the right setup, but very very bad if you set it up where these scenarios are frequent.

Reply #1596 Top

What line of the .entity file am I looking for?

Thanks for the warning psycho. I'll do some testing to make sure that if I do take this approach, that it works out well.

Reply #1597 Top

Quoting XViper123, reply 1597
What line of the .entity file am I looking for?

Not necessarily the same values you need, but here's all the lines relevant to a ships' movement:

usesFighterAttack TRUE
...
maxAccelerationLinear 45.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 1500.000000
maxAccelerationAngular 4.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 1000.000000
maxRollRate 2.000000
maxRollAngle 35.000000

Reply #1600 Top

For Hit effects (particles), is their axis based on the direction of the incoming hit effect/beam or the surface they hit?

 

Can particle meshes create particles from flair hardpoints?