modding titan removing capital ship crew cost

hi folks,

 

I am having a blast modding txt files in game info, and i would like to mod Titans capital ship cost.

The AI seems to be forgetting or omitting building titans on my *turbo* maps.

So i really want to make titans as accessible as possible to the AI so it builds it every-time. So far i  reduced fleet cost from t150 to 1 and I can not find capital ship crew cost on the titan entity files at all, how i can remove crew cost?

22,231 views 13 replies
Reply #1 Top

You cannot. Capitalships are hard coded to use 1 command crew while titans must use two.

What you can do is modify the starting capitalship research to give a lot more crew at the start. If you don't want to have capitalship crew at all, just set the base value to 999.

Are you trying this in a total conversion? The AI for mods that add new factions do to tend to be slower getting titans.

Reply #2 Top

ugh idk it just seems over a couple of games that AI does not even build Titan foundry. It seems maybe with my turbo maps AI keeps chugging cruiser/frigates so fast that it might not have enough money to build bigger ships. After a prolonged battle where certain AI keeps loosing in the grinder they are not even building capital ships. I am observing the construction behaving from unfair to creul and see if additional income does help the AI to constantly pop up capital/titans.

I guess the next step to encourage titan building will be to reduce its cost then significantly.

But whats the priority for the research and build order for the titan set up for the AI anyone knows?

Oh and whats is the current income bonus for hard/unfair/cruel and vicious AI right now. so its easier for me to tweak incomes in gameplayconstant.

 

Reply #3 Top

As far as I know the vanilla factions AI is hard coded to eventually get titans. Unless you modded them a lot that is not consistent with what I've noticed, and typically maps don't matter that much for AI behavior.

If you modded other things, perhaps even increased the number of fleet supply for frigates, it could be a factor.

Reply #4 Top

Ye i just won a game where from  2 ally AI and 7 hostile AI, i have seen only 3 enemy AI build titan foundry and actually produce the titan,  this is now fairly often occurrence. The game setting was on cruel or vicious so Ai had plenty of resources to research and develop it. ugh this is frustrating.

Reply #5 Top

Sadly there is not much you can do to mod the AI in this game or determine what it is doing. The dev.exe gives you a little info, but not as much as I'd like.

Good luck, let us know what you find!

Reply #6 Top

ok did some testing on AI behaviour, since it was a turbo map setting fast ship build and good income, AIs were constantly battling on both sides and were constantly low on resources, seems at arround 3k credits and few hundred minerals was avrg and the setting was on vicious. The Ai seemed to be realibly producing capital ships, but after a while even capital ship production halted and one AI was pumping out only cruisers/frigates.

I will need to make a separate thread on AI.

Reply #7 Top

Hey, I just wanted to know if any of you could look into this mod "http://www.moddb.com/mods/star-wars-alliance" In this mod you are able to build more "titans" which are switched to "Captial ships" and the actuel Titan is the Death Star. The only thing that I miss are the ability's that are the "interregnum" mod which I think are nicer.

Reply #8 Top

Hi All, a bit new to modding, and so far have only been able to give myself unlimited resoruces.

I would  like to be able to increase my fleet limit and Capitalship limit, but when I open the RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7 for example all I get is  a bunch of weird characters.

Do I need another software to open the file with?

   {ÿÿÿÿ  ðB   A À¨E @ƒD @ÎD  ÈB  ÈA  ÈA                     C a p i t a l S h i p M a x S l o t s       @@}   

Reply #9 Top

It's the command line program ConvertData_Rebellion.exe located in your sins installation directory.

Don't convert the ones in the install directory.

Copy the GameInfo files you want to mod to the games mod directory then run the command on those files to convert from BIN to TXT.

Here's a useful guide on understanding the mod path

http://steamcommunity.com/app/204880/guides/#scrollTop=277

You're mod should contain similar folders/structure as the game files.

For example if you want to mod entity files like research you would need a structure like following.

..\Mods-Rebellion v1.85\grabbeast_mod\GameInfo
..
RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity
..

 

Reply #11 Top

Hello again,

 

tried running ConverData_Entrenchment.exe to edit the MAXCAPITALSHIPSTECH7 for entrenchment / trinity  but I get error msg.

Also tried it with ConvertData_OriginalSins.exe  and got similar error msg:-

"02A71BC6 is an unknown convert type" ---> from the entrenchment covertdata.exe

"02B81C76 is an unknown convert  type" ---> from the Original Sins convertdata.exe

 

I typed out the command as follows :-

"ConvertData_Entrenchment.exe RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity txt"

then later

"ConvertData_OringinalSins.exe RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity txt"

Any ideas please as to what went wrong?

Reply #12 Top

I have also tried to same approach but this time with the ConvertData_Rebellion.exe, trying to convert a rebellion ShipLimit file in gameinfo directory in Ironclad\Sins...Rebellion\Mods-Rebellion v1.85\backupmod\gameinfo 

but still i get similar error msg 

"03881CC0 is an unknown convert type"

Reply #13 Top

Ah I got it, needed to type it as:-

"convertdata_rebellion.exe entity RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity txt" :D