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Rebellion Multiple Titans

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.

106,248 views 76 replies
Reply #51 Top

Quoting Tallaaron76, reply 50
A. Spawning Titans like they are going out of business could hit that 2 Gig cap with possible existing changes one might bring in to deal with the titan mass.

I'm pretty sure 13 titans is a bit less memory intensive than 975 corvettes, 487 LRMs, or 278 bomber squads for the same fleet supply. But who knows at this point.

Quoting Tallaaron76, reply 50
Is it possible to cycle titan builds so you have a visual mark to tell in fast order what titan is what... A visual interface to know them a part is in personal experience, seriously important to game play.

Why? Capitalships don't have any visual difference. You'd have to make X amount of different titan abilities for X amount of different titans that you changed the textures slightly for each.

Reply #52 Top

Quoting GoaFan77, reply 51
Quoting Tallaaron76,
reply 50
Is it possible to cycle titan builds so you have a visual mark to tell in fast order what titan is what... A visual interface to know them a part is in personal experience, seriously important to game play.

Why? Capitalships don't have any visual difference. You'd have to make X amount of different titan abilities for X amount of different titans that you changed the textures slightly for each.

 

I think this one would get chocked up to a wish list request for Sins 2 whenever development on that starts. Unique markings for Capital Ships a.k.a. 'Hero Units'.

Reply #53 Top

Quoting boshimi336, reply 52
I think this one would get chocked up to a wish list request for Sins 2 whenever development on that starts. Unique markings for Capital Ships a.k.a. 'Hero Units'.

Maybe I'm alone in this, but I'm happy Sins doesn't have "Hero Units".

Reply #54 Top

Quoting Lavo_2, reply 53
"Hero Units".

 

 Just for the record I am not advocating for 'hero' units at all ... it was a bad analogy. My apologies. 8|

Reply #55 Top

Very sweet, does the requiredShipCount feature work in Entrenchment too... it's a bit of a backward question.

    requiredShipCount 1
    requiredShip
        type ""
        minCount X (1 or higher)
        maxCount Y (at least X + 1 or more)

7DS has ability for SSD that beacons in unbuildable "Ultra" ships (not capitals, but more like battlecruisers).

Could you -perhaps- spawn in a titan from the other faction?

Reply #56 Top

Quoting SemazRalan, reply 55
Very sweet, does the requiredShipCount feature work in Entrenchment too... it's a bit of a backward question.

I think so... you might want to double check the returning armada ability to see if it has that section there. Even if it just says requiredShipCount 0 it should work.

Quoting SemazRalan, reply 55


Could you -perhaps- spawn in a titan from the other faction?

Not exactly, but you can make an identical copy of one with just one line changed.. I believe the problem I had before with spawning the cosmetic titans came from this section in the titan entity.

Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_TITANACCESS_TECHREBEL_1"
        Level 1
    RequiredFactionNameID "IDS_PLAYERFACTIONNAME_REBEL"
    RequiredCompletedResearchSubjects 0

 

The actual prereq doesn't matter but that required faction name is my best guess as to why spawning anything but the correct faction titan failed to work correctly. I believe if you changed it to another player type they could spawn that titan.

Edit: Though now that I look at it, I see titans and cosmetic titans are completely different entity types. Perhaps someone should try spawning a regular loyalist titan from the Rebels and see if it works.

Reply #57 Top

Quoting GoaFan77, reply 56
Edit: Though now that I look at it, I see titans and cosmetic titans are completely different entity types. Perhaps someone should try spawning a regular loyalist titan from the Rebels and see if it works.

I actually spawned/built a cosmetic Titan in my testing. It was weird... You cannot scuttle them, they have no squadrons (even though their entity does in fact have squadrons programmed in), and they count towards the Titan "limit".

Reply #58 Top

Hey All,

 

I also have been playing around with this.  Since the titans each take 4 researches to build, you must have those researches unlocked in your tech tree in order to build them.

 

For example:

I have been able to give both TEC Titans to the Rebels, so you can choose which one you want to build, however once one is built, you cannot build the other design or another of the same until the first titan is destroyed.  To make things worse, you must have the research for BOTH titans with your tech tree in order to build the titans, unless you of course mod the research files and the titans entity so that both your titans actually just use the same researches, which is also easily done.  However, once you have the research unlocked, you will then have your pick of building your choice of a fully functional titan, so long as you are happy with only one!

I do hope they allow us to mod the limit, as only having one titan in a multiple star map is a bit....limiting.

DANMAN

Reply #59 Top

Quoting DANMAN3712, reply 58
DANMAN

Uh, did you actually read this thread? We got around the limit already, if you're willing to create titans with abilities. Or are you trying to explain the crashes?

Reply #60 Top

GoaFan77,

 

I was trying to explain the crashes, my mistake for not being clear. Sorry about that.  Yeah, I read the thread.  Just trying to add my constructive 2 cents in.  Keep up the great work everyone :)

 

BTW GoaFan77, I love that avatar pic...

 

DANMAN

Reply #61 Top

Quoting DANMAN3712, reply 60
I was trying to explain the crashes, my mistake for not being clear. Sorry about that. Yeah, I read the thread. Just trying to add my constructive 2 cents in. Keep up the great work everyone

Yeah. I'm guessing that the titans keeping levels are hard coded into assuming you can only have one titan (you should see what happens when you normally build one titan, let it level up and be destroyed, then see what level the other titan gets built at). If that's the case it will probably not be feasible to make a moddable limit, so abilities will be all we have. That said I guess you could try to make an ability based on resurrection for the titan factory, and see if that will work on titans.

 

Reply #62 Top

With the recent updates has anyone been able to figure out a way to create multiple titans without using abilities? IE building them like the first titan from the shipyard?

Reply #63 Top

Quoting jake, reply 63
With the recent updates has anyone been able to figure out a way to create multiple titans without using abilities? IE building them like the first titan from the shipyard?

Still impossible. Abilities are the only way to go.

Reply #64 Top

2 abilities on titan foundry.  1 additional research linked to last titan research with 2 levels.  Cost on abilities, who knows.  You research and build your 1 legitimate titan.  Research additional item and Ability-T2 can spawn a titan for X amount.  Research addition item to second level and Ability-T3 can spawn a titan for Y amount. 

3 titans -or more.

 

 

Reply #66 Top

Quoting GoaFan77, reply 32
Quoting Lavo_2, reply 29I'd be more than willing to aid in testing if you need any help with this, GoaFan. Very, very nice find! Now the question is, can we put a cap on the number of total Titans spawned via ability, or if it just works as is. Admittedly, I'd love to see what you've come up with so far, mainly to do some tinkering around with it myself.

Quoting boshimi336, reply 30
But it still takes up fleet supply correct? (though I suppose that means you could still build these even if you run out of fleet supply).

Yes, you can't use fleet beakons to go over the available fleet supply, so 2000 / 150 means you cannot have more than 13 of them.

 

That said, I've come up with a separate technique that could all you to limit them to an arbitrary number, but I want to use them it in my mods first before I give all of my secrets away.

 

All I did was change the the AbilityPirateMercenaries because I was too lazy to make a separate file and add that to the TechRebel player file. Basically this is the code to spawn it.

buffInstantActionType "SpawnShipsAtPlanet"
instantActionTriggerType "AlwaysPerform"
spawnShipsLevelCount 1
spawnShips
    minFleetPoints 150.000000
    maxFleetPoints 151.000000
    requiredShipCount 1
    requiredShip
        type "TITAN_TECHREBEL"
        minCount 1
        maxCount 1
    randomShipCount 0
spawnShipsArrivalDelayTime 5.000000
spawnShipsHyperspaceSpawnType "FleetBeacon"

Again, this only works for the Tech Rebel titan for the Tech Rebels, if you want to spawn different titans you'll need to make a copy of it and say the Tech Rebels are the owner in the titan file.

I've lost you at some point here.
Where does this ability appear?

Is there a way to use this ability at a resource cost?
or from what you've pasted here, I am gathering the ability that just continues to constantly spawn titans in 5 second intervals?
How can we use this in a more, structured manner?

Reply #67 Top

Quoting XViper123, reply 67
I've lost you at some point here.
Where does this ability appear?

AbilityPirateMercenaries.entity, just like I said. All of the Vasari Darkfleet and FleetBeacon abilities also use that syntax.

Quoting XViper123, reply 67
Is there a way to use this ability at a resource cost?

Any ability can require resources in its ability file. I only quoted the part of the ability that was different from the default.

Quoting XViper123, reply 67
or from what you've pasted here, I am gathering the ability that just continues to constantly spawn titans in 5 second intervals?

No, that line no longer does anything. Even if it did work properly, it would wait x seconds before the titan would spawn in, and it would only spawn once.

Reply #68 Top

Sorry, am new to the modding stuff.
I don't know how to give units/planets/factories abilities like this.
So will have to fiddle with what you've provided to try to make it work. :)

Thanks for the reply though, really appreciate it.

Reply #69 Top

Quoting XViper123, reply 69
Sorry, am new to the modding stuff.
I don't know how to give units/planets/factories abilities like this.
So will have to fiddle with what you've provided to try to make it work.

Thanks for the reply though, really appreciate it.

Indeed. Complicated ability stuff is not a good place to jump into modding. Start slow, work on modifying some existing stuff, and eventually it will start to make sense.

I will say I helped work on an alternate titan spawning system for Sins of a Galactic Empire that used abilities. It now simulates everything about constructing a titan, including resource cost, required ship slots, and building delay, save that levels are not kept on building a new one (possibly a good thing, depending on your preferences). It's stretched a little bit but it works, so it is possible. The prototype required 2 new abilities and 10 new buff files though, and its even more complicated now since that version didn't factor in construction time. Just to give you an idea what it requires.

Reply #70 Top

In theory it doesn't sound too complicated, but my problem is having the time to learn and figure it out.
Working full time and having a family makes this stuff hard. I've already made a small mod for use with friends to remove the need to research supply and capital ship population caps (and increasing them), and increases the module capacity on planets, but that was just modifying existing content, not creating new files or code.

Reply #71 Top

what file is the titan cap in? i have all viable and edit able but i cant find the name of the file i try titanconstructioncap but cant find it any ideas would help

Reply #72 Top

i can make the game nothing but capital ships and if freaking awesome but it makes the titan less of a factor in offensive and defensive battles...... i can make my titan over powered but it dosent keep a good balance in combat and the AI acts like a retard some times

 

Reply #73 Top

Quoting hawkbluetear, reply 72
what file is the titan cap in? i have all viable and edit able but i cant find the name of the file i try titanconstructioncap but cant find it any ideas would help

It is not in a file. It is hard coded. As detailed in posts in this thread, you can only get around the limit by spawning them with abilities.

Reply #74 Top

So, reading this thread.. 5 years late. i was wondering what mod you implemented this into.... and wheather they could be produced from a titan factory, as if they were capitals. No nerfs or anything but with a limit of 3 or 4.

 

Personally, i think that if you implemented them as capitals, instead of as titans, the bot may be more likely to use them,  or multiple of them for that matter, however im not really to sure of it, as im quite limited in my rebellion coding skills. i've yet to find an actual program that will read the rebellion entitys, i used to use noteplad++ but it gives me gibberish now.

 

Any ideas as to weather this could be done?

 

Reply #75 Top

Quoting Dragon492, reply 74
So, reading this thread.. 5 years late. i was wondering what mod you implemented this into.... and wheather they could be produced from a titan factory, as if they were capitals. No nerfs or anything but with a limit of 3 or 4.

Quoting Dragon492, reply 74
Any ideas as to weather this could be done?

While I rigged up a system for the Sins of a Galactic Empire mod to do exactly this, you cannot use the standard titan factory. That is because you can build as many titan factories as you like and there is no way for all of them to share a titan limit. All mods that implement limited units (except standard titans of course) have to spawn a special unbuildable structure on the players homeworld to get around this issue. However, even if you take that approach the code to get such a system to work is not exactly trivial, especially for a new modder.

Quoting Dragon492, reply 74
Personally, i think that if you implemented them as capitals, instead of as titans, the bot may be more likely to use them,  or multiple of them for that matter, however im not really to sure of it, as im quite limited in my rebellion coding skills. i've yet to find an actual program that will read the rebellion entitys, i used to use noteplad++ but it gives me gibberish now.

Read the stickies or search for a download for the reference data. Many Sins files are stored in binary format to reduce memory usage. You must convert them to text to make sense of them.

Quoting Dragon492, reply 74
Personally, i think that if you implemented them as capitals, instead of as titans, the bot may be more likely to use them,  or multiple of them for that matter, however im not really to sure of it, as im quite limited in my rebellion coding skills. i've yet to find an actual program that will read the rebellion entitys, i used to use noteplad++ but it gives me gibberish now.

Yes, the AI is not particularly smart when producing units by ability. While I use a similar structure for hero units in my Enhanced 4X mod, the AI will use heroes because I made them free to spawn in, so there is no harm in having the spawn ability on autocast. For a titan you will probably want the player to spend resources for a ship that powerful. I believe SoGE has the AI use the normal titan format, that is it can only have 1 titan but it will keep its levels when destroyed. Spawning titans by ability always causes them to spawn at level 1, so human player's titans will not keep their levels when destroyed but they can have more than 1 of them.