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Sins Rebellion v1.83 Mod Changes

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.

176,189 views 35 replies
Reply #26 Top

Quoting zgrillo2004, reply 25


Quoting Blair Fraser,

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?

 

I concur. Although it seems mild when stated in words, the gameplay becomes quite nonimmersive when playing without the sounds. 

Reply #27 Top


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.

Between the sections for GameEventDef:ColonizePlanetBlockedByEnemyStarBase and GameEventDef:PirateFleetArrived

there is

GameEventDef:RuinPlanetNotRuinable
    categoryId "Default"
    hudButtonBrush ""
    entityThrottleTime -1.0
    globalSoundThrottleTime -1.0
    thottleSharedGameEventId "Invalid"
    onlyAddIfNotFocused FALSE
    onlyAddIfSelected FALSE    
    onlyAddIfNotInView FALSE
    shouldRemoveAllSimilarEvents TRUE

 

Hope that helps.

Edit:

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.

The moveAreaRadius & hyperspaceExitRadius values in the newStarTemplate section of type "RandomStar" have been removed, so this section now looks like

newStarTemplate
    type "RandomStar"
    radius 100.000000
    connectionStarRadiusRange 0.500000
    connectionChance 0.750000
    maxPlayerCount 2
    ringCount 0

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Reply #28 Top

Quoting f4stjack, reply 26


Quoting zgrillo2004,






Quoting Blair Fraser,



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?



 

I concur. Although it seems mild when stated in words, the gameplay becomes quite nonimmersive when playing without the sounds. 

Very sad. Today playing with the Steam version + the beta patch + my last update, I discovered this problem. At first place I thought how it was a problem from me but clearly it is the same problem from the GOG version. Now I do not know what I go to make, however, I can make a new version for the previous 1.82 with few work because before I made deep changes, I saved the minimun files edited.

But, will we see this fixed? without most of the sounds, the game is a piece of shit. You can test it by yourself.

Reply #29 Top

Quoting Nomada_Firefox, reply 28

But, will we see this fixed? without most of the sounds, the game is a piece of shit. You can test it by yourself.

For me the sounds are now working with 1.83 on the normal .exe. The developer.exe still has the bugged sound, but that is mostly a temporary issues only for modders. Normal players can play mods and have the sound work just fine on the steam opt in beta (GoG might still be bugged sadly).

Reply #30 Top

Yes. You are right, the dev exe has the problem but the normal exe has not this problem. Well, I suppose that I will continue developing the new version for the 1.83. Thanks by the info,

Reply #31 Top

Any changes with the last 1.84?

Reply #32 Top

Quoting Nomada_Firefox, reply 31

Any changes with the last 1.84?

Very minor. They changed the MainMenuScreen/SteamMainMenuScreen window file, and added a few new strings for multiplayer. Shouldn't be very game breaking if you're mod was working on 1.83.

The changes notes do indicate they may have made the planet destruction mechanic now work on a buff, rather than an ability. Not sure if anyone has tested it to confirm though.

Reply #33 Top

I noted a curious thing with the version from my mod made for the 1.83. The sound from weapons and some more small things is heard only by one speaker. It is not only from me, I know more people with the problem. Very curious because if it is a problem from the sounds added by me, I made them as the originals.

Reply #34 Top

Quoting Nomada_Firefox, reply 33

I noted a curious thing with the version from my mod made for the 1.83. The sound from weapons and some more small things is heard only by one speaker. It is not only from me, I know more people with the problem. Very curious because if it is a problem from the sounds added by me, I made them as the originals.

I remember having this problem once. I think it happened when I saved my sound files as stereo instead of mono, or something like that. I think it was one of those two settings, and if you use the wrong one, it only plays from one speaker.

Reply #35 Top

Thanks by the info. I will try.