How do you add ships in Frigate Factory?

I already followed the instructions about the IDS, the .entity files and the ability but there is still a problem going on.

 

I cannot build my modified Advent Scout ship and no image is appearing for my modified scout ship in Frigate Factory. I only duplicate the Scout Ship .entity files and also duplicate the ability "which is Ability_SelfDestructMini" so it shouldn't be a problem, but still...

 

NOTHING IS APPEARING IN FRIGATE FACTORY!!!

What might cause the problem?

 

Help me and make it simple as much as possible, thank you!  \o/

10,206 views 15 replies
Reply #2 Top

Well, usually if you want help, you have to wait until someone decides to offer it which can sometimes be a day or more, posting again after an hour and some change isn't going to speed anything up, just make people think you're being rude and demanding when none of us are under any obligation to help what so ever...  This should also be posted in the modding section since it clearly deals with modding.  Also typing in large capital letters isn't helping you out at all either...  Just saying.

 

Now to answer your problem.

If you're creating a whole new ship, it's not showing up in the frigate factory because you haven't added your modified scout to the player(faction).entity file.  Look for the frigate info section, add one to the count and add in a line for your modified scout. Or it's not showing up because you haven't added the entities to the entity manifest.  Or both.

 

If all you've done is modify the existing ship and it no longer appears, that would be because you changed the name of the ship entity file and you need to change it back.

Reply #3 Top

Oh! Ahahaha! Sorry about that, I just thought that it will be answered after a few Hours, Ahahaha!  :grin:

 

Hmm... I see...

So it means that duplicating the same file with the same model will not be possible then?

Look at this, this is what I have made of:

 

Scout Ship Entity Files

From:

FrigatePhaseScout.entity

To:

FrigatePhaseScoutSacrifice.entity <-- That is the duplicate from original but the original still exists.

And so with the abilities either, I duplicate them all accompanying with the original but renamed to avoid conflict.

 

However, I followed your instructions properly about the Player Entity Files but the Game Crashes and Reports a Dumb File before the IronClad Games Logo/Intro Movie Appears.

 

Any Ideas why is it all happening?

Reply #4 Top

Quoting OrionHunter122, reply 3
So it means that duplicating the same file with the same model will not be possible then?

A ship entity can point to a mesh and texture for another ship and use them.  There's nothing preventing this.

Quoting OrionHunter122, reply 3
Any Ideas why is it all happening?

Because you didn't do something correctly.  Without an error message to refer to, you can't be pointed in the right direction.

You should be using the developer exe to play the game when modding.  That way you will get error messages before the game crashes and dumps.  It'll also create a log file for you to refer back to.  In your Sins game folder, you will find the dev.exe  Play the game with that.

Reply #5 Top

WAHAHAHA! IT RUNS NOW!!!

 

I only forgot to place the .entity in manifest.entity file.

Instead of:

entityName "FrigatePsiScoutSacrifice.entity"
entityName "AbilitySelfDestructMini.entity"
entityName "BuffSelfDestructSelfMini.entity"
 

I place:

entityName "FrigatePsiScoutSacrifice"
entityName "AbilitySelfDestructMini"
entityName "BuffSelfDestructSelfMini"

 

But there is still a problem, although it runs the game, but after I build that Scout Sacrifice Ship and before it comes out

in the Frigate Factory, the game crashes and a Dumb File is showing up again. Hmm...

Did I miss something again?

Reply #6 Top

It's called a dump file not a dumb file, and again, without telling me what error message comes up, all I can say is yes, you made a mistake, but I can't point you in the right direction.

Reply #7 Top

Oh right! The dump file is a minidump file.

 

The crashes goes like this:

I Run the game and the Intro Logo and the Movies goes no wrong, then I start to play as the Valari. Now, I build my Modified Scout Ship which is the Sacrifice Scout Ship. And waiting for 14 seconds to complete its construction and boom! The game crashes with a minidump file.

Reply #8 Top

Sounds like it's referencing a mesh that doesn't exist.  Like I said before, play the game using the dev exe.  That way you will get error messages that pop up while you play and before it crashes.  Those error messages will point you in the right direction on what is broken and why you're crashing.

Reply #9 Top

Ok Thanks! I'll try using the Dev one.

Reply #10 Top

I have used the Dev and this Error Panel appears:

 

Error #1

Text FileArchive missing Label.

File: C:\Users\Multimedia\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Limited Modifications\Window\MainMenuScreen.window
Label: updateProcessCommandLine
Line Number:73
Line Contents:sinsButton

Error #2

Text FileArchive missing Label.

File: C:\Users\Multimedia\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Limited Modifications\Window\MainMenuScreen.window
Label: entrenchmentProcessCommandLine
Line Number:74
Line Contents:sinsButton

 Error #3

Missing \n in C:\Users\National Security\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.01\Limited Modifications\.\entity.manifest

This is a mostly harmless error message usually caused by forgetting to hit enter at the end of an archive file.
It is only here to verify that the buffer given to read the string is big enough to hold the string read from the file.
If there is no \n character then this particular bug can't be properly detected.

to fix - put a newline at the end of this file.
 
//That is all errors found recently during the Intros
Reply #11 Top

errors 1 and 2.  They tell you the file, the tell you what line to look at, it tells you what it expects to find when it says label, and tells you what it really found when it says contents.

in error three it tells you the file with a problem, then tells you to go to the very last line and hit enter at the end so that it creates another line.

 

you are updated to the latest versions right?

Reply #12 Top

Nope I am not updated, however I am cautious about the balanced of my mods to the new updates.

 

Anyway, I managed to fix those 3 but this Assert Panel appears after my modified ScoutShipDoom finishing constructions in Factory.

Here is the Assert Panel says:

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(826)

m_owner->GetIStarBasePtr() != NULL

 

I tried to Navigate within that file but it seems that the path never exists.

Reply #13 Top

Ok now I managed to appear my little Scout Sacrifice Ship during the gameplay and the only problem now is that Assert thing that does not even had a navigation process for me to check it up so I just skip it and the continuous like no errors found.

 

Well then! Thanks to Stant123 for his suggestions and help he could give me and of course to what he might know.

Thank you very much Mr. Stant123!

5*

Reply #14 Top

Quoting OrionHunter122, reply 12
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(826)

m_owner->GetIStarBasePtr() != NULL

The ability you're using, I assume you copied the AbilitySelfDestruct.entity is looking for the star base upgrade to see how powerful it should be.

In it you should see the lines:

maxNumLevels 2
levelSourceType "StarBaseUpgradeLevel"
sourcePropertyType "AbilityBLevel"

Change the max levels to 1, the source to FixedLevel0 and remove the property type.

 

You should make it show something like this:

isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyWhenAboutToDie"
aiUseTargetCondition "Any"

 

That should get rid of the assert.

Reply #15 Top

Whoaw! I did that last night, I found out that the AbilitySelfDestruct.entity is looking for the Starbase. What I did is I compare the Original Scout Frigate and Compare it to my Modified Scout Frigate and only to found out that the original has

LevelSourceType "FixedLevel0"

aiUseTargetCondition "Any"

 

I removed only the aiUseTime and changed the data of levelSourceType for my Modified Scout Frigate.

Anyway, thank you for your help Stant123.

:grin:   You really help me a lot. Ahahaha!