cap modding

im trying to mod capital ships so that each race only has one really powerful one but something is causing the game to freeze when i try to activate the mod.  any ideas what might do this?  ive boosted the fleet count for cap ships to 350 and changed up their abilities, but none from outside each race.

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Reply #1 Top

Go into your mod folder..then jump back one step and go into your SETTINGS file and change the SHOWERRORS FALE into ShowErrors TRUE. then load game, itll freeze! Thats normal! Simply press the windows tab on your keyboard (to return to windows WITHOUT closing game) and then just click to immediately reopen game. It will only this time, youll have the errors plaguing you set before you! Simply correct them as you go and voila!

 

Or simpler..use develloper! Found in forgetools ;)

Reply #2 Top

thanks shadow!

Reply #3 Top

well i cant figure out whats wrong with it exactly but it has something to do with restricting each race to the one powered up capital ship.  another question, how do you create and implement a new ability?  ive been trying to change them up and i cant do it.

Reply #4 Top

An ability is simply a combination of many factors (range, cost, who its cast upon).

To create an ability simply copy one of the starter abilities under a new name....and modify as you see please using elements of other abilities (which you can then tweak to your liking). As simple as that.

For example...to create my countdown timer. I used the TEC's hoshikos ability as a base. From there, I changed its bufftype to only target self, deleted its antimatter and recharge time cost (value at 0), took out the targetfilters,range etc...then I went into its buff equivalent and changed the +20 hull per sec into -1 per sec.

To top it off I added another ability buff, the Scouts Timed Charges and added it to the timer for it to trigger after 1800sec (1 800 being the hull value of my structure).

Ie. the first ability takes down the health sec by sec..and when it hits zero, the timed charges activates, destroying the structure.

 

As a general rule.

the ABILITY FILE will tell you WHO the ability is initially directed to (self, target....AoE), its antimatter/resources cost, recharge time, as well as certain factors such as Needs ot face target to use...or which level your ship can use it on.

The BUFF file of the same name on the other hand is the actual MODIFIER BEING APPLIED to the targetted ship (damage, regeneration, embargo on planets...etc)!

 

Once your ability is done simply open up the entity file of the ship you wish to give the ability to and add the ability name in one of its four ability slots!

 

-ShadowMastiff2468-

 

Reply #5 Top

thanks shadow, one other question.  I tried giving the cap ship an extra ability in the "ability 4" slot but when there are five there seems to be a conflict with one of the menus that you can access when you select a cap ship (i cant remember the exact name of the error) that causes the game to crash.  any idea what this is or how i might fix it?

Reply #6 Top

It should not crash if you asign a 5th ability, I think people have done it during the beta. It will get covered by the level-up menu button though. But either way, there's nothing you can do about it, if it's crashing but you know the ability in another slot works, then the only thing you can do is not put it in the 4th slot :P

Reply #7 Top

Haha well I guess so much for that idea, Sins REALLY doesnt like the extra ability.  Not to continually ask questions but is there a difference for what you have to do to enable a new ability or delete capital ships from a race profile in Entrenchment as opposed to vanilla Sins?  I get a mini dump every time I try to delete cap ships but the tutorial in the Forge Tools download gives the steps to do this and I've followed them exactly...I'm assuming Entrenchment is a little different but I have no idea how.