Sins Rebellion v1.83 Mod Changes

It's that time of year again folks! It's Sins patch time, and here's what you need to update your mods to the new version.

This patch is unusual since this is the firs time different players have different versions. Sins just launched on GOG last week, and the new GOG players have been running the new version from the start. For all of us still on steam, the 1.83 update is now available as an "opt in" beta. This means you will need to tell your steam players to either opt in to play the update, or tell them to wait until January when steam will force update everyone to 1.83.

 

Now, the import things, the file changes.

1. New Line in the Player.entity files.

GameEventSound:RuinPlanetNotRuinable inserted between GameEventSound:ColonizePlanetBlockedByEnemyStarBase and GameEventSound:PirateFleetArrived. Default value of "UI_COMMON_DEFAULTERROR".

GameEventSound:ColonizePlanetBlockedByEnemyStarBase "UI_COMMON_DEFAULTERROR"
GameEventSound:RuinPlanetNotRuinable "UI_COMMON_DEFAULTERROR"
GameEventSound:PirateFleetArrived "EVENTTECH_PIRATEFLEETARRIVED"

2. New lines to Ability entity files that use useCostType "ResourcesAndMustHaveCapitalCrew"


You can now specify the amount of fleet supply and command points required to use this ability, rather than being hard coded at the 1 command point, 50 fleet supply all vanilla Sins capitalship use. The full section is now.

resourceCost
   credits 2010.000000
   metal 270.000000
   crystal 170.000000
requiredShipSlots
   Level:0 50.000000
   Level:1 50.000000
   Level:2 50.000000
   Level:3 50.000000
requiredCapitalShipSlots
   Level:0 1.000000
   Level:1 1.000000
   Level:2 1.000000
   Level:3 1.000000
cooldownTime
   Level:0 300.000000
   Level:1 300.000000
   Level:2 0.000000
   Level:3 0.000000

3. Updates to the GameEventData.gameventdata file.

To be honest I've never touched this file, so I'm not sure exactly what's changed. If its not in your mod, you probably don't need to worry about it, if it is, tell us what changed.

4. New entity file, "AbilityRuinPlanet".

I'm don't believe this file is used by anything at this time, but it does show you how to use the new capability to destroy planets like stripped to the core via abilities. Cool!

There also appears to be a new constraint added to support this, constraint "IsRuinable". I'd guess this would check if the planet is a colonizeable entity.

 5. All maps updated to map version 5.

As far as I can tell, the only difference is that map version 5 removed the following lines from Star and Planet definitions. Probably because they weren't that popular, and their default values in galaxy forge weren't that accurate.

moveAreaRadius 60000.000000
hyperspaceExitRadius 50000.000000

However, the change log says there is backwards compatibility with map version 4. So if you do really use these lines in special maps, you can continue to use them and ignore this difference. If you do update to 5, them the moveAreaRadius and HyperspaceExitRadius will always be pulled from the planet/star entity file.

6. New String File Entries

Some of these are used by info cards and other global processes, so you will want to add these to your mod's string file. Also some minor changes to strings were made to let users know certain features that were only available for Steam player (voice chat).


StringInfo
ID "IDS_INFOCARD_BUFFADJUSTMENT_PLANETBOMBINGDAMAGEABSORPTION"
Value "Planet Bombing Absorption"

StringInfo
ID "IDS_GAMEMESSAGE_RUINPLANETNOTRUINABLE"
Value "%s is already destroyed."

StringInfo
ID "IDS_TARGETCONSTRAINT_ISRUINABLE"
Value "be destroyable"


StringInfo
ID "IDS_ABILITY_RUINPLANET_NAME"
Value "Destroy Planet"


StringInfo
ID "IDS_ABILITY_RUINPLANET_DESCRIPTION"
Value "Destroy a planet."

7. Update to the GalaxyRandomizer.window file.

I doubt many people have changed this either, but if you did, you might want to make sure it still works with the new file.

 

If there's anything I've missed, please post here and I will update the OP.

176,171 views 35 replies
Reply #1 Top

Wow.  I wondered what you were doing on today.  I had no idea that we were getting an update.

Nice work again Goa.

Oh--and, "FIRST".

Now hurry--make my mod for me.

Reply #4 Top

ah I see I have more work ahead of me to update the map updater

harpo, the ghost NON-subscriber

Reply #5 Top

The 1.83 Update also disables any sounds linked to weapons classified as lasers or autocannons. With mods or stock game, non of these sounds work. 

Reply #6 Top

Thanks, looking into it.

+1 Loading…
Reply #7 Top

Cool, wonder what new things we can see made?  Death Star Starbase With the ability to move into a system and blow a planet up, with a long cooldown I guess.

 

 

Reply #8 Top

Oh no, another patch...........what adds this patch?

Reply #10 Top

Quoting Sinperium, reply 1

Wow.  I wondered what you were doing on today.  I had no idea that we were getting an update.

Nice work again Goa.

Oh--and, "FIRST".

Now hurry--make my mod for me.

I offered to update your mod once. I'm afraid that's the most you're going to get. :p

Quoting soase-maelstrom, reply 2

Thanks ... appreciated!

You're welcome.  :thumbsup:

I was going to ask if we might get an update to this. Fantastic!

Reply #11 Top

Quoting GoaFan77, reply 10

Quoting ZombiesRus5, reply 9

https://dl.dropboxusercontent.com/u/5790092/Temp/soseplugin_v1_193_e1_053_d_1_34_r1_83_build3.5.1.zip

 
I was going to ask if we might get an update to this. Fantastic!

No problem... nothing to crazy to add into the rules. I just need to make a local CVS repository now since google code has died.

Reply #12 Top

But Blair my weapon increase where, where, where is it  X(   8C

Please blair please.

Reply #13 Top

What do you have that needs more than 5 weapons anyhow?

Reply #15 Top

I just really want mobile starbases to be able to jump to the same grav well, limited by the grav well starbase support instead of the current hardcode limit =(

Reply #16 Top

Quoting Wintercross, reply 15

I just really want mobile starbases to be able to jump to the same grav well, limited by the grav well starbase support instead of the current hardcode limit

Just in time for Christmas?

 

; )

Reply #18 Top

Looking this, I would like to say how this patch and the GOG version are probably a big error. It remembers me Star Wars Empire at War and the different versions from the same game where at the end, they added several problems with mods, versions and players.

Reply #19 Top

Can anybody tell me where can I get the reference files from the 1.83?

Reply #20 Top

Quoting Nomada_Firefox, reply 18

Looking this, I would like to say how this patch and the GOG version are probably a big error. It remembers me Star Wars Empire at War and the different versions from the same game where at the end, they added several problems with mods, versions and players.

hardly qualifies as a big error.

Quoting Nomada_Firefox, reply 19

Can anybody tell me where can I get the reference files from the 1.83?

Opt-in to 1.83 - check

Convert newest files in 1.83 to text - check

answer: you can get the reference files yourself.

 

Reply #21 Top

Quoting ZombiesRus5, reply 20

hardly qualifies as a big error.

He probably means a mistake. Remember English is not everyone's first language here. :p

I agree it is unfortunate that we have the different version situation. Hopefully everyone will be on the same version again soon.

Reply #22 Top

Quoting ZombiesRus5, reply 20

Opt-in to 1.83 - check


Convert newest files in 1.83 to text - check

answer: you can get the reference files yourself.

 

You could release a link with the files converted. At this moment, I have not edited this game at more of a year and I have not time for search, research how convert them....  v_v

Reply #25 Top

Quoting Blair, reply 6

Thanks, looking into it.

Its been a while since this was said. we still have the sound bug and alot of guys in GOG are getting pissed. when can we expect a fix?