Rebellion: How do I add a new race?

(seems quite different then Trinity)

I am trying to add a new race in Rebellion, with no luck. I copied the PlayerTechRebel.entity and renamed it "PlayerSing.entity".

I changed the line raceNameStringID "IDS_PLAYERRACENAME_TECHREBEL" in PlayerSing to raceNameStringID "IDS_PLAYERRACENAME_SING"

I added these two lines to the English.str file

Code: javascript
  1. StringInfo
  2.     ID "IDSPlayerAINameSing0"
  3.     Value "Sing AI"
  4. StringInfo
  5.     ID "IDS_PLAYERRACENAME_SING"
  6.     Value "Singularis"   

 

The mod is enabled but when I go to select a race for a new game the new race isn't there just the old ones.

 

Assistance would be much appreciated :)

23,656 views 10 replies
Reply #1 Top

You need to alter RaceSelectDialog.window and replace the entry the TEC Rebels have there with the one for your new race, otherwise it won't appear as a selectable race.  The alternative method is to make a copy of PlayerSetup.window for your mod with the "useRaceSelectDialog" entry set to FALSE, and that should use the default pre-Rebellion method of race selection and hopefully your Singularity race will show up there.

Oh, and be sure to add every single new .entity file to entity.manifest or you'll get lots of nasty crash errors.

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Reply #2 Top

Quoting SpardaSon21, reply 1
The alternative method is to make a copy of PlayerSetup.window for your mod with the "useRaceSelectDialog" entry set to FALSE

I'd recommend this method unless you're also intending to give your race two subfactions. And even then its probably better to start out with this until its more developed.

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Reply #3 Top

Thanks guys I'll try it out and report back


ETA: about the manifest: I make a copy and put it in my mod folder right? also since it has a list of all the files in do I need to remove the ones I haven't modded and that aren't in my mod folder?

Reply #4 Top

Sweet it's working now. Thanks Guys I actually like the old way of selecting a race better anyways.

 

Reply #5 Top

Quoting theColonel26, reply 3
ETA: about the manifest: I make a copy and put it in my mod folder right? also since it has a list of all the files in do I need to remove the ones I haven't modded and that aren't in my mod folder?

You need your mod's entity.manifest to contain every single .entity file your mod has in its GameInfo folder.  No other .entity files should be listed in it, so feel free to clean it of all references to non-mod .entity files.

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Reply #6 Top

Quoting theColonel26, reply 3
ETA: about the manifest: I make a copy and put it in my mod folder right? also since it has a list of all the files in do I need to remove the ones I haven't modded and that aren't in my mod folder?

Quoting SpardaSon21, reply 6
You need your mod's entity.manifest to contain every single .entity file your mod has in its GameInfo folder. No other .entity files should be listed in it, so feel free to clean it of all references to non-mod .entity files.

No!!! :(O

Your entity.manifest is a list of all entity files you want the game to load. Where these files come from doesn't matter, it could be the base Rebellion files, files in your mod, or files in a totally different mod you expect the user to use at the same time. If you only have files that you modified or added, nothing else from Rebellion will be loaded. So unless you are doing a total conversion, you typically start with the default entity.manifest and add any files you add to it. If you are modifying existing files you have no need to change the entity.manifest.

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Reply #7 Top

That sounds like a backwards use of entity.manifest.  I'm not saying it isn't true, just that I always thought entity.manifest was the file that let mod files stack by loading entity files from each mod using their own entity.manifest files.

Reply #8 Top

Quoting SpardaSon21, reply 8
That sounds like a backwards use of entity.manifest. I'm not saying it isn't true, just that I always thought entity.manifest was the file that let mod files stack by loading entity files from each mod using their own entity.manifest files.

You'd think they would have done it that way, but no. It might have made total conversions impossible though, as you'd have no way to disable loading the vanilla files. If you are stacking mods, whichever entity.manifest file is at the top of the mod order must contain all the files that will be used by all the enabled mods.

Reply #9 Top

lol yeah i figured most of that out when I couldn't get the game to load. I had like 50k errors. so I added them back.  :grin:

Reply #10 Top

Actually, you don't need to replace TEC or which ever race your mod adds or modifies. Nor do you need to disable the RaceSelect Dialog either. There is a Window count number in the "RaceSelectDialog" window file.

TXT
backdropDimPercentage 0.90
backdropBrush "ICOGameLobbyScreenBackdrop"
titleOverlayBrush ""
size [1064 , 808]
contentRefArea [0, 0, 1064, 808]
titleRefArea [90, 40, 508, 30]
titleOverlayRefArea [0, 0, 693, 90]
numFactionWindows 3

 

Change that number to the number of races needed, of course there's your back end to it as well, but that is all you need to change in order to select any added 4th, 5th, etc. race.