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

 

7,606,041 views 2,761 replies
Reply #1776 Top

Quoting Wintercross, reply 1773
Darn, thats a real shame. Wish they didn't hardcode them [pacts].... Oh well, I'm going to have to stick with three sets then I guess... at least we can change what they do...

I would much rather see an addition to the code to allow for more planet types, could do sooo much with a galaxies options if huge, dwarfs, ocean, toxic, and stuff were added. 

Personally, pacts are to much a pain in the ass to bother with.  :thumbsdown:

The enemy of my enemy is also MY ENEMY! 

KILL THEM ALL  X(

Reply #1777 Top

Uh, there are mods that have added new planet types in (Infinite Space, Celestial Bodies, Sins Plus), so I don't know what you're talking about there.

Reply #1778 Top

Quoting SpardaSon21, reply 1777
Uh, there are mods that have added new planet types in (Infinite Space, Celestial Bodies, Sins Plus), so I don't know what you're talking about there.

Really?

Terran, Desert, Volcanic, Ice, Uncolonizable are the only planet types allowed for researching.
If I want to add a specific upgrade or colonizable research, I cant. 

Reply #1779 Top

Quoting myfist0, reply 1778
Terran, Desert, Volcanic, Ice, Uncolonizable are the only planet types allowed for researching.
If I want to add a specific upgrade or colonizable research, I cant. 

There's also Asteroid and a few other types.

Sparda is talking about the individual planets, which will share planet research types. Though honestly I find all those mods with say Gas Planet colonization techs to be annoying, so I like grouping them into as big of subgroups as I can. One research that only give a +15% bonus to a single planet is near useless IMO.

Reply #1780 Top

Gas giant only is pretty annoying (thankfully 7DS does more than just GG with that research :P), but that third category can be whatever you want to class it as.  Sins of a Galactic Empire made the extreme-value worlds like Ecumenopoli a Tier 6 or 7 unlock so a player can't just rush them and use their extreme income and logistic slot counts to achieve an unbeatable lead early on.

Reply #1781 Top

There is also the "Invalid" group, which surprisingly is a legitimate research class. There's Asteroid, Terran, Desert, Volcanic, Ice, Uncolonizable, and Invalid avaliable, plus the game allows for a single custom planet type.

Quoting SpardaSon21, reply 1780
Sins of a Galactic Empire made the extreme-value worlds like Ecumenopoli a Tier 6 or 7 unlock so a player can't just rush them and use their extreme income and logistic slot counts to achieve an unbeatable lead early on.

Tier 4 (aka. 5 research stations) plus large militias, to be exact. Credit for that goes to NovaCameron; SoGE makes use of a slightly modified Novus Universum.

Reply #1782 Top

Quoting Lavo_2, reply 1781
plus the game allows for a single custom planet type.

??

Reply #1783 Top

In Sins Plus, there was a GasGiant research type (forget the exactly what it was called), that worked. The dev exe did throw an error on start-up, but otherwise, it functioned as if it was already in the game itself.

Reply #1784 Top

Is it possible to make a single factions Culture only spread between owned planets?
If so how would it be done?

Reply #1785 Top

Quoting Wintercross, reply 1784
Is it possible to make a single factions Culture only spread between owned planets?

Technically, no. However, increasing neutralOrbitBodyCultureRepelRateMultiplier and enemyOrbitBodyCultureRepelRateMultiplier to high amounts might do the trick.

Reply #1786 Top

Quoting Lavo_2, reply 1785
Technically, no. However, increasing neutralOrbitBodyCultureRepelRateMultiplier and enemyOrbitBodyCultureRepelRateMultiplier to high amounts might do the trick.

If you're talking about the gameplay.constants file, that would apply to all factions right?

Reply #1787 Top

Quoting GoaFan77, reply 1786


Quoting Lavo_2, reply 1785Technically, no. However, increasing neutralOrbitBodyCultureRepelRateMultiplier and enemyOrbitBodyCultureRepelRateMultiplier to high amounts might do the trick.

If you're talking about the gameplay.constants file, that would apply to all factions right?

Well, what I really want is for the majority of my factions to only spread culture within their owned planets, but for one faction to spread like normal, or close to it...

if I use the constants, could I then give that one faction a huge culture boost to override the constants file effects??

Reply #1788 Top

Quoting GoaFan77, reply 1786
If you're talking about the gameplay.constants file, that would apply to all factions right?

Yup.

Reply #1789 Top

Yes, though I suppose you could put an ability on all the other faction's culture centers to spawn small amounts of culture at all nearby planets....

Reply #1790 Top

Quoting Seleuceia, reply 1789
Yes, though I suppose you could put an ability on all the other faction's culture centers to spawn small amounts of culture at all nearby planets....

Yeah, you might be able to rig something up with the culture research modifiers as well. So if it is possible Wintercross it is a very hacked solution that would not be easy to set up.

Reply #1791 Top

Quoting GoaFan77, reply 1790


Quoting Seleuceia, reply 1789Yes, though I suppose you could put an ability on all the other faction's culture centers to spawn small amounts of culture at all nearby planets....

Yeah, you might be able to rig something up with the culture research modifiers as well. So if it is possible Wintercross it is a very hacked solution that would not be easy to set up.

Sorry, I kinda miss represented what I was after;

 

I want One Faction to spread culture similar to vanilla sins, the others to only spread culture to owned planets.

Reply #1792 Top

Quoting Wintercross, reply 1791
I want One Faction to spread culture similar to vanilla sins, the others to only spread culture to owned planets.

Ah, I thought you wanted the opposite. You can totally prevent culture from spreading towards enemy planets like Lavo suggested, but that applies to all factions. However, you may be able to simulate the normal Sins culture via abilities like Seleuceia suggested. Or you maybe able to leave the default culture as it is but use abilities and research on all but that one faction that will prevent culture from spreading towards enemy planets. Either way, no one has probably tried that, but I think all the tools available to you have been mentioned.

Reply #1793 Top

ok, thanks for the info guys! i'll try messing around with it and see what i come up with.

Reply #1794 Top

I did something along the lines of what you're aiming for with the Borg.

 

I gave them massive culture resist, but very low culture push to equal it back out.  If you do it at 10-1 for instance, they can effectively be held off by a single culture station after filling an adjacent desert up.  They'd still be able to hold at 1/1 stations though.

Reply #1795 Top

BTW guy who had planned to rendezvous in game last week.  I lost the net for a week there.   Had a defective power adapter on my line amplifier to the cable.  The light was on but no one was home.  Just got my net back late Saturday.

 

...and I was almost completely through withdrawal.  Oh well, back to addiction.  :)

Reply #1796 Top

I noticed a crash when testing a weapons platform (stationary defence like gauss turret) it seems they cannot have more than two weapons, is that a hard code limit or did I somehow totally need up the entity?

Reply #1797 Top

My stations (replacing gauss and hangar defense) both have two weapons. However, I also removed all research-related stuff for them. I'll test more than two at some point and see if it causes problems.

Reply #1798 Top

I have two hangar defense entities, both with the hangar defense and weapon defense roletypes, respectfully, with three weapons, fighter squadrons, and research to unlock them, without issue. As for the weapon defense entity itself, it could be a hard code limit, however you could bypass it by making weapons as passive abilities.

Unrelated, but does increasing or decreasing the value of aiRetreatThreshold make the AI less likely to retreat?

Reply #1799 Top

Yes, aiRetreatThreshold is related to how the AI calculates threats in the gravity well. Make note that the AI doesn't account for modules in its threat calcs (which is bad for my guys because my stations do 100k DPS and they often jump into a system that has no ships in and thus must be "undefended"). This threshold is unrelated to attack threat calculations, and I don't know exactly it calculates threats (possibly dps totals or something).

With the default threshold the AI retreats far too much for my liking. I reduced this down to 0.1 or something and they retreat much less often.

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Reply #1800 Top

Ah, so decreasing the value makes the AI less likely to retreat. Thanks!

Also I believe it calculates threats based on ship stacks/pure numbers (see the little bars on the side of a planet's icon when zoomed out). As there have been times where I'm against an AI, it has a better fleet, but it has less units total, and it retreated.