Custom Races

I was wondering if there was any sort of tutorial out there for making races - specifically the research trees, names and text for them, where the icons go, how they are linked, and so on.  Totally new ships (graphics) is not something that is paramount, but rather, new abilities, or different combinations of other abilities.  I think I understand how to alter the existing races, but to make new ones, what would the process be?

 

Thanks for your time

 

DB

4,798 views 7 replies
Reply #1 Top
but to make new ones, what would the process be?
End of quote


Copy an existing player entity file, plug in stuff for yours :) Sins is pretty modular. You have different bits like ship entity files, research entity files, etc and they're plugged in a list in the player entity file for that race's build options and research options.

- The research subjects themselves specify positions in the research trees.
- Ships and buildings are simply listed in the player entity file under frigate and capital ship factory sections.
- The research subjects for the race are also listed in the player entity file.
- Each entity file (including the player) references the English.str for name/description, so you would just add your own strings.
- Research subjects, ships, abilities also contain their research pre-reqs in their own entity files. In the case of research entities, the game will automatically try to link them with arrows provided the arrow of that shape exists.
Reply #2 Top
To elaborate a little on the research arrows. If you have lots of prerequisites for a research and arrows start to run over top of other researches, you can take that particular arrow out.
-In the Window folder of your mod, open up ResearchScreen.Window in notepad or whatever.
-Search for arrowBrushes. It's about halfway down.
-Then Just delete the arrow you want gone.
-They are in the format of:
Right1 "ResearchWindowArrowRight1"

When you delete it just do this:

Right1 ""

I'm not sure if deleting the whole line will result in a minidump, but my technique won't cause one. I've deleted a few and had no problems and it really cleans up the research screen in some cases.
Reply #3 Top
I'm not sure if deleting the whole line will result in a minidump
End of quote


It may not, but it's not very good practice anyway :). Sins is pretty plain when it reads files, it expects something to be there depending on the type of file and usually goes boom when something's missing or unexpected.

Removing the definition of the arrow like you posted is the correct way in general ;)
Reply #4 Top
I have in mind to do quite a bit of modding, but aside from the meat of the race settings, I also want to add new race art and flag icons. I haven't been able to find any art sections aside from ship and planet meshes...does it even exist as a moddable item?

EDIT: Ha! Found 'em in Textures. Sorry to bother!
Reply #5 Top
Yeah, it's a combination of the .tgas in the Textures folder, and .brush files in Window that splice up the tgas and actually name the icons and such.

Reply #6 Top
This is excellent :)

I wonder, anyone have ideas of races they like?

So far the game has human, psion, and alien - I was thinking next a robot race, perhaps a wookie type race, and perhaps some really bizarro looking one. Icons should be easy, I do custom stull elsewhere, I will bribe one of the people on my other project ;)

I will post them after tested too, but I welcome suggestions
Reply #7 Top
Carebears

The terror of the galaxy.