Adding Titan as capital ship

I tried to add the romulan scimitar titan from star trek armada 3 as a capital ship for the romulans but it always crashes and I cant find out why I added the titan as R_Cap_Scimitar in the PlayerRomulan.entity file but it crashes the game what is it that Im doing wrong?

14,151 views 16 replies
Reply #1 Top

Simply that you can't add a titan entity as a capital ship. You'd need to make a new capital ship entity using the same meshes, icons and string entries as the original titan. You would also need to modify all of the Titan abilities to work correctly for capital ships. 

This isn't necessarily complicated but it will require you to learn more about modding Sins.

Reply #2 Top

well I made a copy of the titan and renamed it as R_Cap_Scimitar so I have a R_Titan_Scimitar and R_Cap_Scimitar and I also renamed the statcounttype to statCountType "CapitalShipBattleship"

Reply #3 Top

Quoting erikknightrider, reply 2

well I made a copy of the titan and renamed it as R_Cap_Scimitar so I have a R_Titan_Scimitar and R_Cap_Scimitar and I also renamed the statcounttype to statCountType "CapitalShipBattleship"

Renaming a file with "Cap" doesn't make it a capital ship entity. Try comparing an actual capital ship file to a titan file and you will see the differences. Again, you will need to invest some time in how to mod sins as simply renaming files is not going garner viable results for you.

Reply #4 Top

well I looked into it and renamed everything to cap and the only thing that mentioned a titan was the sound files

Reply #5 Top

Quoting erikknightrider, reply 4

well I looked into it and renamed everything to cap and the only thing that mentioned a titan was the sound files

You are still not understanding.

Look at a capitalship file. You'll notice there are different lines between a titan and capitalships. You can not just rename things in the titan file and get it to work as a capitalship. They may both be called ".entity" files, but the game expects them to be set up  in a totally different way.

What you should do is make a copy of a capitalship in SoA2, then change the lines in that capitalship file to match what the same lines are in the titan file (if the line exists). There is no practical way to start with the titan file and change it to a capitalship file. Starting with the type of file you want to end up with is much easier.

Reply #6 Top

so you are saying that I copy a cap ship file and then copy the titan lines into the cap ship copy?

 

Edit

so I gave up on that and made it work through ability so it counts as titan but spawned through an ability found it on your post so now Im trying to trasnfer the excalibur from the star trek mod to tech rebel and I have this what do I have to edit in playertechrebel.entity and the excalibur to make it work? I also copied the texture mesh and the stuff needed for this

Reply #7 Top

so I made the excalibur work at least most of it the weapon sounds textures icons and weapon textures arent working so that remains a mystery for me

my question is if I would create a sound folder in my mod for the tech rebel would the game use that instead of the sound folder in its default directory?

 

Edit

so got the textures working for the ship weapons and the icons even that it replaced most of my icons for the star trek mod icons but the sound for the weapons is still not working and the icons for the abilities are also not working SoASE R dev gives me an error could not find brush but the game works on so please can you help me with only the icons for the abilities and the sounds for the weapons

Reply #8 Top

So I made everything work except the icons but Ill just use already in game icons but I can say for now this forum wasnt very helpfull for me figured it out my self I mean the adding another titan from a mod part used the SoASE:R Dev mode

but thank you for replying for my first question

Reply #9 Top

Quoting erikknightrider, reply 8

So I made everything work except the icons but Ill just use already in game icons but I can say for now this forum wasnt very helpfull for me figured it out my self I mean the adding another titan from a mod part used the SoASE:R Dev mode

but thank you for replying for my first question

We tried to tell you exactly what to do, you just didn't seem to understand what we were saying.

Reply #10 Top

Quoting GoaFan77, reply 9

We tried to tell you exactly what to do, you just didn't seem to understand what we were saying.

Well I didnt but I figured it out myself by launching it through SoASE:R dev mode and fixing the problems one by one so after I got the excalibur working it wasnt hard to add the other ships since I searched google too and I found your post about that multiple titans so I created separet files for it and just use the culture center to spawn the new titans but I think the most helpfull was myfist0's post about adding ship planets etc.. I think I even might get the icons working.

Reply #11 Top

Listen dude. Goa told you exactly what you wanted. He's just too polite to tell you that you aren't paying any attention to what he is saying. That said, he didn't exactly tell you in clear cut detail what is going on. 

 

From the gist of what you said, you attempted to rename certain parts of the game so that it would recognize titans as capitalships. 

 

I'm guessing you got all the basics done like...

 

1) Adding the new ship strings to the entity list.

2) adding the new ships to your capital ship build structure (without going over the limit) within the player file.

 

but I'm also assuming you missed the huge factor (somewhere, as there are multiple points of difference) here that is the capitalship.entity and the titan.entity are two completely different files because capital ships are as different from titans as frigates are to capital ships. I.e. Say I wanted a Capital ship of a nebulon-b frigate in Goa's star wars mod. I can't just do what I listed above, and just rename the frigate file to CapALLNebulonB.entity because there are certain FRIGATE ONLY modifiers that are in frigate files,  (like references to frigate abilities and even the menu structure of the file). Titan files are just like that compared to capital ship files. Remember, Titans have a much larger EXP difference, a different structure of level gain and point issuing... I can see a ton of potential errors (crashes in waiting) for a new SINS modder. You could have done most of the basic stuff, even all this stuff... but tried using titan abilities on a capital ship (crash). You could have forgotten a string entry (crash), you could have the menu structure of the capital ship file wrong (crash), you could have done so many things wrong.

 

Yet the worst part of all this? Was your rudeness to someone who is a known modder, someone who brings us those great mods you are just experiencing. I think you need to really read closely next time. 

 

I understand too, why you ended up making the choice you did. You took the ugly quick choice *which by the way, was not what you were asking for* 

In my mind moving titans to capital ships makes a lot of sense to me. I've always felt that the end game in my favorite star wars mods would ALWAYS be suited better with more titans in the mix. Usually I, and my enemies, are floating in cash even with max fleets etc...

 

If I had never learned to mod I could never have done the below...

 

*essentially my own private story of why it pays to not be a jackass, and instead learn*

 

There is a very popular mod (made by a series of contributions by different people over the years, and currently managed by Lavos) called SOGE, I've personally modded his last version of that (and will be doing the same with the Thrawn release for a different mod that is upcomming) so that there are a number of additional capital ships. All side's titans are now capital ships. All the different abilities... are not yet transferred (mainly cause that is nearly twice as much work since there are more abilities than titans) but I have placeholders for the less-than-critical ones (but the superlaser works on the appropriate ship) and I even haphazardly added a titan or two from different star wars mods (E.G. the Empire Roster of capital ships is as follows - InterdictorSD, IMP1,IMP2, TECTOR, ALLEGIANCE, BELLATOR, EXECUTOR, Sovereign and Eclipse*WIP as the model I have on hand is awful, and I'm not good at resizing things like that and messing with textures*) - Have only done this for the Empire/Rebellion, have not touched the CIS/Vong/Republic/New Republic yet, because... work. so much work.*

In my games I've seen imperial fleets of multiple SD's and a couple of Allegiances and an SSD or two go up against my fleet of multiple home one's and various other rebel ships.

It's closer to being lore appropriate than any other Star Wars mod out there, as long as you have the resources AND times (I've QUADRUPLED the build times and adjusted the costs of ships accordingly).

My favorite battle was when an Executor and two bellators and a couple of SD jump into my capital system (i'm using the hyperspace anywhere submod) and then drive right for my home fleet (which they outgun by several magnitudes) so I call in two of my frontier fleets and a second defensive fleet I had near... When they ambushed my response fleet with two sovereigns, another executor, and two allegiances with a variety of star destroyers (frigates and cruisers). Envision my home fleet of 20 ships versus their initial incursion of about 40, my response is maybe 60 ships... then they hit me with an additional 50 ships. My fleet was nearly wiped out, at my CAPITAL, before I was able to respond with the rest of my ships (probably had an extra 100 ships spread around my empire, no clue how many the empire had). I ended up losing nearly 200 ships over the course of the next hour as a consequence of that one battle. Playing catch up trying to minimize my losses while I waited for my ships to get rebuilt in a new system (since my main shipyards were just wiped off the face of the map in three successive battles). I ended up losing 6 planets and nearly lost the game before I got lucky and the sovereigns split to fight the massive pirate invasion I had just sponsored (envision 1000 ship points of corellian corvettes, dreadnaughts, frigates, vsds and even a few droid control ships) for nearly 100,000 credits (yay bidding war in the midst of massive invasion)... but it bought me time.

Never had that happen before giving the AI the ability to build titans like water, when they had the time and resources to do it. Them damn sovereigns ate through my titans and capital ships while I was too deep in my own home system's gravity well. I've since then cut back the number of fleets I run to three large fleets, usually I can tie down any threat with one, while I use another one to attack (drawing off reinforcements to that sector), and use the third to reinforce the defensive fleet. It works, but I need to use defensive stations to draw in enemy ships into gravity wells when they have a sovereign attached. It's brutal when they have those attached... I usually just accept a mass number of casualties on the sovereigns, and then try to escape/reinforce and then attack the now sovereign-less force. Costly though.

*admittedly, to really clean this up, I need to do more with technologies*

 

 

Reply #12 Top

Quoting Renown, reply 11

Yet the worst part of all this? Was your rudeness to someone who is a known modder, someone who brings us those great mods you are just experiencing. I think you need to really read closely next time. 

 

I understand too, why you ended up making the choice you did. You took the ugly quick choice *which by the way, was not what you were asking for* 

In my mind moving titans to capital ships makes a lot of sense to me. I've always felt that the end game in my favorite star wars mods would ALWAYS be suited better with more titans in the mix. Usually I, and my enemies, are floating in cash even with max fleets etc...

 

If I had never learned to mod I could never have done the below... 

oh please stop lecturing me about rudness I paid attention and didnt get so I went and done it myself and even so I thanked them for their reply

but I figured it out

and by the way I got everything working so you cant say I didnt pay attention got it working through dev mode through testing and always fixing the error report I got

I cant say I can make a mod but I can definetly edit them

Reply #13 Top

Excccccuse me?

 

They answered your question in the FIRST post

 

"Simply that you can't add a titan entity as a capital ship. You'd need to make a new capital ship entity using the same meshes, icons and string entries as the original titan. You would also need to modify all of the Titan abilities to work correctly for capital ships. 

This isn't necessarily complicated but it will require you to learn more about modding Sins."

 

Let me break it down further for you. A Titan is not a capital ship. You wanted to know how to make a titan a capital ship. He told you right there. 

 

You obviously don't understand that, and started getting (what on this forum is considered) quite rude and uppity.

 

Instead you decided to copy and paste a very different mod idea (which is spawning multiple titans, WHICH IS NOT THE SAME AS MAKING A TITAN A CAPITAL SHIP) which while it gets you what you want (more titan like ships) is NOT what you asked for.

 

Btw, for your interest, a similar comment from Lavos on the moddb forum is what got me started into modding Sins. It's not tough, and these guys are EXTREMELY helpful, even going so far to share models and ideas and code with each other. (You know, the stuff you copy and pasted while claiming no one was helping you... lol) This is probably one of the friendliest most helpful mod communities I've come across. I highly suggest you shut your mouth and open your eyes if you want further help from these people.

 

So I'm not going to waste any more time on you, like they wisely decided when your arrogance over reached your intelligence. (Yes, that was rude. Enjoy)

Reply #14 Top

Quoting Renown, reply 13

Excccccuse me?

 

They answered your question in the FIRST post

 

"Simply that you can't add a titan entity as a capital ship. You'd need to make a new capital ship entity using the same meshes, icons and string entries as the original titan. You would also need to modify all of the Titan abilities to work correctly for capital ships. 

This isn't necessarily complicated but it will require you to learn more about modding Sins."

 

Let me break it down further for you. A Titan is not a capital ship. You wanted to know how to make a titan a capital ship. He told you right there. 

 

You obviously don't understand that, and started getting (what on this forum is considered) quite rude and uppity.

 

Instead you decided to copy and paste a very different mod idea (which is spawning multiple titans, WHICH IS NOT THE SAME AS MAKING A TITAN A CAPITAL SHIP) which while it gets you what you want (more titan like ships) is NOT what you asked for.

 

Btw, for your interest, a similar comment from Lavos on the moddb forum is what got me started into modding Sins. It's not tough, and these guys are EXTREMELY helpful, even going so far to share models and ideas and code with each other. (You know, the stuff you copy and pasted while claiming no one was helping you... lol) This is probably one of the friendliest most helpful mod communities I've come across. I highly suggest you shut your mouth and open your eyes if you want further help from these people.

 

So I'm not going to waste any more time on you, like they wisely decided when your arrogance over reached your intelligence. (Yes, that was rude. Enjoy)

well I have nothing to say to this than you have to be some overwatch for the big modders

Reply #15 Top

Quoting erikknightrider, reply 14

well I have nothing to say to this than you have to be some overwatch for the big modders

Indeed. While its nice to know people agree that we were making sense (after many longer hours of looking at Sins files, it is sometimes hard to tell if you are still sane ;) ), I don't see the point of harassing Erik. I guess he's happy with what he got, however he got it. :p

Reply #16 Top

 Im not saying you are a bad modder just didnt understand your way of doing it now I do now I even understand your way of adding a titan as cap ship but what I do is just rewrite stuff for the titan to cap then go into dev mode and always fix the stuff thats wrong after a while it works :D