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

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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

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SemazRalan's Template Guide

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WIKI'S

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7,606,041 views 2,761 replies
Reply #1801 Top

I've heard that ships en route to a battle location also affect retreating....I cannot personally confirm this but that is what I have been told in previous discussions....

Reply #1802 Top

Quoting Lavo_2, reply 1800

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.

 

I think numbers do play a role, but it's a bit hard to predict how they'll act. In Black Sun, there's several very strong ships with high aoe special abilities. The way the AI handles these threats is kind of weird. Sometimes they seem to realize how strong these are and will engage high number targets with them. Other times they will not attack even with two very strong crusaders in their group. With numbers and roles as massively homogenized as vanilla sins this is going to be a lot harder to really see, but I run all of my recordings/tests on a bloodbath map with 1 central planet connected to all homeworlds, so I see a lot of really weird attack behavior.

Reply #1803 Top

Quoting IskatuMesk, reply 1802



I think numbers do play a role, but it's a bit hard to predict how they'll act. In Black Sun, there's several very strong ships with high aoe special abilities. The way the AI handles these threats is kind of weird. Sometimes they seem to realize how strong these are and will engage high number targets with them. Other times they will not attack even with two very strong crusaders in their group. With numbers and roles as massively homogenized as vanilla sins this is going to be a lot harder to really see, but I run all of my recordings/tests on a bloodbath map with 1 central planet connected to all homeworlds, so I see a lot of really weird attack behavior.

I would guess that the behavior is partly based on fleet supply. The AI is definitely able to recognize that raw numbers of ships are not the important thing, I've seen mod factions with fleet supply numbers two or three times as vanilla, yet the AI doesn't seem any worse and judging its fleet strength.

If your units fleet supply values do not accurately reflect the unit's true strength however, it is easy to see how it may misjudge enemy ship strength. It would also entirely explain why the AI doesn't take starbase and planetary fortifications into account.

Reply #1804 Top

I have buffing AOEs (based on roletype) on capital ships affecting small parts of the fleet in my mod.  The AI likes sending clusters of frontline ships (including caps with that ability) supported by lots of LRFs.  Works really well.

Reply #1805 Top

Quoting Wintercross, reply 1796

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?

Works fine with two weapons. The only caveat I am aware of is only FRONT weapons are fired. Entering values in the other banks just get ignored.

 

Use Eclipse and my Solar Empire plugin to avoid frustrating mistakes with syntax.

 

Reply #1806 Top

Wintercross, if you want a combat platform that will be used by the AI, and players, like a regular weapons platform/turret, you can make a hangar defense entity that has a weapon defense statcounttype and roletype and no fighters. I've done the weapon defense statcounttype and roletype bit myself for a structure without any issues with the game, the AI also builds them as if they were turrets, as intended.

Reply #1807 Top

The trade off is pretty small if you follow Lavo's suggestion. 

Turrets can rotate but only fire forward.

Hangars can't rotate but can have 4 banks of weapons and strikecraft.

 

Reply #1808 Top

Well, rotation is required for this turret, it's just aesthetically I would have liked 3 weapons, but 2 seems to be the limit on turrets...

Reply #1809 Top

Quoting Wintercross, reply 1808

Well, rotation is required for this turret, it's just aesthetically I would have liked 3 weapons, but 2 seems to be the limit on turrets...

You can always have abilities act as fake weapons like with the TEC turret upgrades. 

Reply #1810 Top

It's allright, it wasnt really required just an asthetic thing to make weapons appear to fire in a certain pattern.

I'll just stick with two weapons.

Reply #1811 Top

What is the subExplosionCount limit in explosiondata with Rebellion?

Reply #1812 Top

Quoting Sinperium, reply 1275

There is an "I Love Sinperium" thread?  That is...disturbing.

That wasn't supposed to happen until I had infiltrated governments with my secret followers and then taken control as global leader.

SINPERIUM IS MY HERO!!!!!! ANYONE WHO HATES HIM IS WORSE THAN A THOUSAND MILLIONS SPAECE HITLERS!!!!!!!!!!!!

 

 

 

 

 

 

 

 

 

 

 

 

 

he's also my secret butt fun buddy

Reply #1813 Top

Twilight Sparkle is best served well done after being tenderized and sliced then cooked over a hot open flame.

Serves four to six persons and is well complimented by greens and white wine.

Rather than discarding the head or using it for soup/stew stock, it can instead be stuffed and mounted tastefully on a dining room wall

Reply #1814 Top

Actual question by me...is it possible to make a  pirate race that is NOT affected by TECs rogue treaties and pirate pacts and have it work in tandem with "normal" pirates?

 

I'd like to have both.

Reply #1815 Top

The Stars mod had an interesting way of dealing with "pirates"...I don't know exactly what he did but the mod had "pirate" factions that acted like normal players and would go out and attack you....I don't recall how they were set up but you may be interested in checking that out...

I don't know what you are trying to do, but you may also consider the IsPsi Boolean in the player file...the only thing that I know of that uses it is the synergy ability on the advent beam platforms...

The reason why I bring it up is because you can easily make it so that certain things affect (or don't affect) a faction of choice....

Reply #1816 Top

Yeah--that is a possibility--those things.  I know how it was done with making the pirates attack.

I need a set of pirates in the game that aren't affected by the pacts so that they will attack everyone at all times but they are a minority to the regular pirates that i would want to retain so as to not screw TEC.

 

Reply #1817 Top

Well...I don't think TAR allies you with the rebels at the occupation planet...but I don't know if their behavior will work for you...

Reply #1818 Top

Quoting Sinperium, reply 1814
Actual question by me...is it possible to make a  pirate race that is NOT affected by TECs rogue treaties and pirate pacts and have it work in tandem with "normal" pirates?

Quoting Seleuceia, reply 1815
The Stars mod had an interesting way of dealing with "pirates"...I don't know exactly what he did but the mod had "pirate" factions that acted like normal players and would go out and attack you....I don't recall how they were set up but you may be interested in checking that out...

Quoting Seleuceia, reply 1817
Well...I don't think TAR allies you with the rebels at the occupation planet...but I don't know if their behavior will work for you...

I'm afraid none of these things will work Sinperium. I tested it quite extensively as TAR was quite a problem with my mods random encounters, and my results were later confirmed my zombie. TAR will always ally you with every neutral and pirate faction, so simply changing the pirates to a militia faction (no matter how it acts) will not work. The Occupation player should have been the answer to the problem, but for whatever reason they will not spawn outside of the occupation planet, making them useless for any other purpose.

In the end I just changed TAR to do something different, the original modifier was not salvageable.

Reply #1819 Top

Faction carries through remote ship spawns, ala phase gate spawn types even if you can't get them to initially spawn elsewhere.  You can't do an actual raid, but mimicry of the rebel mechanic is a simple matter of giving them system vision and an explore style autocast.

Reply #1820 Top

Quoting GoaFan77, reply 1818
In the end I just changed TAR to do something different, the original modifier was salvageable.

And that's where I found the IsPsi Boolean to be helpful...made only pirates psi.....

Reply #1821 Top

Quoting GoaFan77, reply 1818


In the end I just changed TAR to do something different, the original modifier was NOT salvageable.

Dang missing modifier...

Reply #1822 Top

Well, carp.  Filthy, stinking carp.

Is the "isPsi" still valid or are you implying it is now unusable too?  

On the bright side--thanks to you guys:

Modder's "Get-an-Answer" Thread

1821 replies

62860 views

 Nicely done, OMG gentlemen!

 

 

Reply #1823 Top

Quoting IskatuMesk, reply 1811

What is the subExplosionCount limit in explosiondata with Rebellion?

 

Also curious what file controls the spawning of dust clouds and asteroid doodads, and if it's possible to increase the amount and determine a min/max radius.

Reply #1824 Top

Look at the Synergy ability...it has a target filter that makes use of the IsPsi thing....

If you made only the pirate faction(s) Psi (you'd have to change Advent and then synergy, not too hard) then you could do things that specifically target them...

For example, you could make an AoE like armistice that only affects psi ships....or allow a player to "bribe" ships/planets, but only those that are psi...

Not that you couldn't do the above with complicated buffs, but IsPsi is easier....whether it works for you depends on what exactly you need and how much jerry rigging you are willing to do...it isn't perfect and does not directly solve your problem but I figured I'd mention it since it may provide some work arounds....

+1 Loading…
Reply #1825 Top

Some people have asked me, "Lavo, why don't you use the debug features of the dev exe?" or "While ShowErrors doesn't work well, why not enable logging?" before, and the possibility of this picture occurring again is why.

On an unrelated note, has anyone else here experience the every single ship and structure being invisible glitch? I've had it reported for SoGE before, and I have personally experienced one single time. This glitch, and the "all ships of X faction being a single solid color" glitch, which I have personally never seen, are baffling me as I have absolutely no idea how and why they occur; they did not happen on Entrenchment, or in the case of the latter, not this frequently.