Rebellion Multiple Titans

How do I mod Rebellion to allow multiple Titans?

I have been playing with the modding tools in Rebellion and I can't seem to figure out how to enable multiple Titans per race. Has anyone successfully been able to modify the entity files to allow the build of multiple Titans? Thanks in advance.

106,238 views 76 replies
Reply #1 Top

I believe this is hardcoded.

Reply #2 Top

Quoting Yarlen, reply 1
I believe this is hardcoded.

:'(

Reply #3 Top

To be fair though this makes sense since we're testing, I hope they make it so you can have several in the full game though since... well... Titan vs Titan combat would be rather insane with more than 1 Titan although rather unbalanced too.

 

It would become a game of "who has more Titans" rather than "who's better at fighting" in a way.

Reply #4 Top

Quoting Yarlen, reply 1
I believe this is hardcoded.

 

I know it is not the end-all-be-all in relation to full release but is this something that could be un-hardcoded? Could it be setup for modding similar to the way that Capitol ship limits are setup? I'm fine with there only being 1 in game but can it be anything other than hard-coded?

Reply #5 Top

I bet there'll be a work around by the end of the week. I haven't had time to even look at the files yet. ;)

 

Reply #6 Top

Quoting Yarlen, reply 1
I believe this is hardcoded.

It's a shame this isn't governed by a line or something in the PlayerRACE.entity files. This would make it much easier for people with extra/new races, who could set up Titan build limits depending on how powerful each faction's Titan is.

Reply #7 Top

Quoting Lavo_2, reply 6
It's a shame this isn't governed by a line or something in the PlayerRACE.entity files. This would make it much easier for people with extra/new races, who could set up Titan build limits depending on how powerful each faction's Titan is.

I requested exactly this pre-beta just to be ignored by everyone.  While I'm glad modders are starting to realize a hardcoded limit of 1 Titan is a bad thing, I just wish it hadn't taken until now.

Reply #8 Top

um... post in rebellion thread or maybe the starclad will make a Rebellion Modding section.

Reply #9 Top

Hey guys i think dit know of Master of Orion Saga or Space Empires there are more bigger ship types i look more maybe we can make more ship types more bigger Like Dreadnoughts and more bigger things but we must have the ability too make titan posiblity too build more than one it would be great than hehe

 

 

Reply #10 Top

Quoting SpardaSon21, reply 7
I requested exactly this pre-beta just to be ignored by everyone.  While I'm glad modders are starting to realize a hardcoded limit of 1 Titan is a bad thing, I just wish it hadn't taken until now.

Since the announcement/discovery of Titans I've been hoping for the same thing... Well, I got the beta now, so I'll do some looking and tinkering with it soon, and of course post some feedback/suggestions afterward.

Reply #11 Top

Quoting SpardaSon21, reply 7
I requested exactly this pre-beta just to be ignored by everyone. While I'm glad modders are starting to realize a hardcoded limit of 1 Titan is a bad thing, I just wish it hadn't taken until now.

For the record I wanted a one ship hard code limit for each type of titan (I.e. if entity x is a titan, only allow one of entity x to be built). Only one titan type object period, even if they are different entities (like it is now) is indeed a bad thing.

Reply #12 Top

While we're at it, be nice if the number of cap/titan levels wasn't hardcoded at 10...

Reply #13 Top

Quoting Seleuceia, reply 12
While we're at it, be nice if the number of cap/titan levels wasn't hardcoded at 10...

Allowing them to go past 10 would make them far too powerful to be fair.

Reply #14 Top

You are assuming that the abilities would stay the way they are...perhaps I want 20 levels that occur more frequently and have a smoother progression between ability levels...or perhaps I want to give capital ships a 5th ability, or make the ultimate ability have more levels, and going beyond level 10 would be conducive to this...

Or perhaps I want capital ships to have 10 levels but Titans to have only 5....or maybe I want both ship types to have 6 levels instead of 10...

Reply #15 Top

Ah, you are correct. I falsely assumed you wanted to add more levels, and not necessarily decrease them. As such, I apologize for my error and foolishness.

 

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Reply #16 Top

-_-

Reply #17 Top

Tried adding in more Titans to the Titan factory build list, an actual Titan and a "Cosmetic" (what shows up on Front End), as soon as a single one of those three was built, I couldn't build another. Tried to add a Titan to the capital ship factory as well, which caused a MD when I tried to access the page.

Say, I know there's some mods out there that let you "build" capital ships via abilities... Is there any way to set one of those up, but only to let you build/have X number of ships at a given moment? As if so, that could be a way to get multiple Titans, and impose a numeric cap on them. Not the best solution, but the only one I can think of currently.

As well, with how the ability would be set up, there would be a delayTime for the action that spawns the Titan, to represent it's build time, and it would cost resources. Thing would be set to autocast, so the AI is forced to use it.

Reply #18 Top

Quoting Lavo_2, reply 17
Tried adding in more Titans to the Titan factory build list, an actual Titan and a "Cosmetic" (what shows up on Front End), as soon as a single one of those three was built, I couldn't build another. Tried to add a Titan to the capital ship factory as well, which caused a MD when I tried to access the page.

I know, seems you can give a faction multiple titans but only ever have one at a time. v_v

Quoting Lavo_2, reply 17
Say, I know there's some mods out there that let you "build" capital ships via abilities... Is there any way to set one of those up, but only to let you build/have X number of ships at a given moment? As if so, that could be a way to get multiple Titans, and impose a numeric cap on them. Not the best solution, but the only one I can think of currently.

I tried this already, but the results were inconclusive. Before you could spawn capitalships via an ability like returning armada. I retooled the TEC Rebel ability that summons pirate mercenaries (which uses the same mechanic) to summon their titan. Technically it spawned correctly, as it used the two capitalship slots and 150 fleet supply. I also heard the titan saying it was phase jumping. But it didn't actually arrive at my planet, and I couldn't find where it ended up. The UI claimed I had 4 titans at one time, I just couldn't find where they were.

If at least the Devs could fix whatever bug prevents the titans from arriving correctly, it would go along ways towards making modding possible.

Reply #19 Top

So that idea will only work with pirates? And even then is inconclusive as you cannot ensure that X Titan is spawned (assuming the pirates have multiple Titans)? Bummer.

Also, the pirates by default have no Titan. Did you add it in to their player file? As if you didn't, that's why no Titan's appearing.

Reply #20 Top

Quoting Lavo_2, reply 19
So that idea will only work with pirates? And even then is inconclusive as you cannot ensure that X Titan is spawned (assuming the pirates have multiple Titans)? Bummer.

No, its works just like the returning armada ability. Thats the one where ships jump from out of no where into the system where the ability was used. The TEC just happened to have an ability that spawns pirate ships for them to control this way so I used that rather than make an entirely new ability.

The titan definitely spawned, it just got stuck in deep space or where ever the ships that come via returning armada start from, and never entered the actual game area.

Reply #21 Top

I don't think it is a bug that prevents Titans that are 'summoned' from reaching the planet.  If a ship has squadrons, but no hangar hardpoints, then the squadrons end up at the center of the map and for all practical purposes useless. 

Has anyone tried to just create a pirate titan whose abilities and such require no research or cost.  Vasari titan and starbase can be fielded by tweaks to the GalaxyScenarioDef. 

This means for QuickStart, you could start the game with a starbase and a titan. 

How does the Vasari Titan at the occupied planet upgrade or does it just level up abilities with XP?  Does the Starbase upgrade as well or not at all -does it prevent loss due to bombing?  Does the starbase actually have all it's goodies?

planetItemsTemplate
    templateName "Template:OccupiedPlanet"
    subTemplates 0
    groups 1
        group
            condition
                type "Always"
                param ""
            owner "Occupation"
            colonizeChance 1
            items 52
                item "Phase:StarBase"
                item "Phase:Titan:Rebel"

 

I'm sure you could alter the piratebase template and give them any titan or starbase you wanted since they are in the P.I.T.s list. -the bold are used above for the occupied planet.  I love that Rebellion will finally do what Distant Stars had to trick the game to do -deploy a starbase.

planetItemType
    designName "Phase:Titan:Rebel"
    entityDefName "TITAN_PHASEREBEL"
planetItemType
    designName "Psi:Titan:Loyalist"
    entityDefName "TITAN_PSILOYALIST"
planetItemType
    designName "Psi:Titan:Rebel"
    entityDefName "TITAN_PSIREBEL"
planetItemType
    designName "Tech:Titan:Loyalist"
    entityDefName "TITAN_TECHLOYALIST"
planetItemType
    designName "Tech:Titan:Rebel"
    entityDefName "TITAN_TECHREBEL"

planetItemType
    designName "Phase:StarBase"
    entityDefName "StarBasePhase"
planetItemType
    designName "Psi:StarBase"
    entityDefName "StarBasePsi"
planetItemType
    designName "Tech:StarBase"
    entityDefName "StarBaseTech"

I'm not sure what these cosmetic titans are, but I fear the Mary Kay Commandos have a hand in this and are who is chasing the Vasari.  Of note, these cannot bomb and have no squadrons, but all the other stuff is the same found for the titans above.

planetItemType
    designName "Cosmetic:TitanTechLoyalist"    
    entityDefName "TITAN_TECHLOYALIST_COSMETIC"
planetItemType
    designName "Cosmetic:TitanTechRebel"
    entityDefName "TITAN_TECHREBEL_COSMETIC"
planetItemType
    designName "Cosmetic:TitanPsiLoyalist"
    entityDefName "TITAN_PSILOYALIST_COSMETIC"
planetItemType
    designName "Cosmetic:TitanPsiRebel"
    entityDefName "TITAN_PSIREBEL_COSMETIC"
planetItemType
    designName "Cosmetic:TitanPhaseLoyalist"
    entityDefName "TITAN_PHASELOYALIST_COSMETIC"
planetItemType
    designName "Cosmetic:TitanPhaseRebel"
    entityDefName "TITAN_PHASEREBEL_COSMETIC"

 

Also interesting to see the Vasari starbase start with AntiHeavy weapon, upgrade to anti-module and capital weapons.  I guess these are what keep things even more interesting with phase jumping starbases and the Vasari totally independent of worlds.

RESEARCHSUBJECT_STARBASE_MOBILIZATION -love it : Any could phase jump
researchModifier
    modifierType "StarBasesCanHyperspace"

RESEARCHSUBJECT_MOBILE_RULERSHIP -WOOT,
researchModifier
    modifierType "CapitalShipsTitansAndStarBasesCountAsPlanetForNoGameLoss"

RESEARCHSUBJECT_SHIPBOARD_LABS -gives labs to caps and titans.




Reply #22 Top

Quoting SemazRalan, reply 21
I don't think it is a bug that prevents Titans that are 'summoned' from reaching the planet. If a ship has squadrons, but no hangar hardpoints, then the squadrons end up at the center of the map and for all practical purposes useless.

I don't understand what you mean. The Returning Armada ability doesn't need ability points, it just spawns a ship off screen and has it warp to the planet where it was used. If I switch out the titan with capitalships or frigates it works fine. Its not like fighters where they are spawned from within an entity. And even then I could see the fighters, even if they were ridiculously off the map. Can't do that with Titans.

Quoting SemazRalan, reply 21
How does the Vasari Titan at the occupied planet upgrade or does it just level up abilities with XP? Does the Starbase upgrade as well or not at all -does it prevent loss due to bombing? Does the starbase actually have all it's goodies?

It a normal unupgraded starbase, and does not appear to upgrade itself. With the pirates though you could try using pirate research instead of starbase upgrades to do that though.

Quoting SemazRalan, reply 21
I'm not sure what these cosmetic titans are, but I fear the Mary Kay Commandos have a hand in this and are who is chasing the Vasari. Of note, these cannot bomb and have no squadrons, but all the other stuff is the same found for the titans above.

There's actually a bigger difference. If you try to give a non-cosmetic titan to a faction that isn't supposed to own it (Say the Ragnorak to the TEC loyalist), I think this causes a crash because the normal titans have a line that says who is supposed to build it. The cosmetic titans have this line blank, allowing the militia players (who internally are treated as TEC) to use all of them in the background of the main menu as well as for the occupied planet to use the Rebel Vasari titan.

Reply #23 Top

Thanks for the replies, I am hoping that the developers will eventually remove the cap to allow us to easily mod in multiple titans :)

Reply #24 Top

Quoting Yarlen, reply 1
I believe this is hardcoded.

Has there been any internal discussion on this Yarlen?

Reply #25 Top

Just FYI on the cosmetic titans... seems the Vasari Rebel titan is the only one that will move if you place it in a map. The rest just like to sit their, they'll shoot if in range but won't move to engage. I suspect its just there default engagement range...

Quoting trevorland, reply 23
Thanks for the replies, I am hoping that the developers will eventually remove the cap to allow us to easily mod in multiple titans

Once the after release pressure dies down we'll definitely press for titans spawned by abilities to work correctly, if nothing else.