DANMAN3712 DANMAN3712

ASK DANMAN - Question and Answer

ASK DANMAN - Question and Answer

DANMAN GAMES

http://www.danmangames.com

Greetings All!

Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole.  While I learn stuff everyday, I feel like I can teach and answer questions as well.  People have helped me along the way, so this is my way of giving back to the community.  So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know.  Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge.  I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history.  I have a Marketing and Sales background, with a specialization in graphics and art.  I also know modeling programs, but use 3D MAX specifically for modding.

So, I leave it up to you, the modding and gaming community.  I will be listening....

DANMAN

1,058,547 views 495 replies +3 Loading…
Reply #151 Top

why did I not find this thread earlier????!!?

also one more question, and it is not readily apparent to me:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Lrm"
statCountType "FrigateLongRange"
mainViewIcon "MAINVIEWICON_FRIGATE_PHASELONGRANGE"
picture "PICTURE_FRIGATE_PHASELONGRANGE"
NameStringID "IDS_FRIGATE_PHASELONGRANGE_NAME"
DescriptionStringID "IDS_FRIGATE_PHASELONGRANGE_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LONGRANGE"
basePrice
    credits 400.00
    metal 65.00
    crystal 45.00
slotCount 10.00
BuildTime 50.00
hasLevels FALSE
ExperiencePointsForDestroying 35.00
MaxHullPoints 600.00
MaxShieldPoints 360.00
HullPointRestoreRate 1.00
ShieldPointRestoreRate 1.00
BaseArmorPoints 2.00
maxMitigation 0.60
Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_FRIGATEACCESS_LONGRANGEPHASE"
        Level 1
numRandomDebrisLarge 0
numRandomDebrisSmall 6
numSpecificDebris 0
armorType "Light"
hudIcon "HUDICON_FRIGATE_PHASELONGRANGE"
smallHudIcon "HUDICONSMALL_FRIGATE_PHASELONGRANGE"
infoCardIcon "INFOCARDICON_FRIGATE_PHASELONGRANGE"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "ANTIMEDIUM"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 80.00
    DamagePerBank:BACK 0.00
    DamagePerBank:LEFT 0.00
    DamagePerBank:RIGHT 0.00
    Range 10000.00
    PreBuffCooldownTime 6.00
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.08
    TravelSpeed 4000.00
    Duration 0.00
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.600000
        muzzleEffectName "Weapon_PhaseCapitalMissileHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_PhaseCapitalMissileHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_PhaseCapitalMissileHeavy_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigatePhaseLongRange"
maxAccelerationLinear 150.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 500.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_PHASELONGRANGE_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_PHASELONGRANGE_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_PHASELONGRANGE_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_PHASELONGRANGE_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_PHASELONGRANGE_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_PHASELONGRANGE_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_PHASELONGRANGE_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_PHASELONGRANGE_ONSELECTED_0"
SoundID "FRIGATE_PHASELONGRANGE_ONSELECTED_1"
SoundID "FRIGATE_PHASELONGRANGE_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_PHASELONGRANGE_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
    meshName "Frigate_PhaseLongRange"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_FrigatePhaseLongRange"
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
ability:0 "AbilityChargedMissiles"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 2
minShadow 0.100000
maxShadow 1.000000
End of quote

 

I have 2 problems with the Phase lrm frigs:

1) they chase fighters even though it says: "CanFireAtFighter FALSE"

2) the range on the weapon is not 10000, it stays vanilla spec even though i changed it here "Range 10000.00"

 

what gives?

tec and psi don't do this

Reply #152 Top

Quoting gamerking345, reply 25
does the 3d modeling program "Blender" work with sins?
End of gamerking345's quote

Yes, it should work fine, you may have to mess around with exporting settings though.

Reply #153 Top

Hi all,

The question i wanted to ask was if it was possible to pre-level the capital ships on a custom made map. I know how to add capital ships to militia planets but so far all the capital ships added (no matter which one) all start at level 1. Is there a way to make then start at lets say level 4?

Reply #154 Top

to my limited knowledge without creatig a mod the answer is NO, and might not be possible with a mod

harpo

 

Reply #155 Top

harpo99999,

thanks for the reply, i originaly tried to apply the de-stabilize phasespace it by replacing one of the four abilities already there and it allows in-game to select the ability with a point but after selection the box that shows you haave the ability is not present and the effect doesn't work even after spending the ability point

p.s. sorry for the long reply time to your last message

 

Reply #156 Top

oh man, no one can help me?

Reply #157 Top

:)  Hi,

                  I've had my head in the files for a bit now, well... haha, if 8 months is a long time, but well, im re-sizing planets, and there are some mods out there that are already done and fantastic, but im running into some problems, image breakups for the large re-sized planets and stars, the faricon disappears and my zoom out range seems locked into one last level to name a few of the things im running into.

Basically i would ask, how to get the faricon back, and keep the large planets stars, and how do i change the zoom out range?  I've been experimenting with the map sizes and with the entity files for the planets and stars and of course the gameplay.constants and the galaxydef files.

Thank you and take care,

-Teal

 

 

Reply #158 Top

Just an update for those that are wondering. I finished my mod Multiple Stars Graphics Mod v0.1 which removes the spiral galaxy feature when zoomed out and replaces it with a simple small star. https://forums.sinsofasolarempire.com/348205

 

Now onto my next question, how do I turn this into a mod that can be enabled instead of just a mod that overwrites files? I'm curious as to how this would work because the files I overwrote to accomplish this mod only touches the vanilla sin's texture folder, entrenchment pulls the galaxyspiral.dds files out of that file. Do I need two versions that can be enabled, one for vanilla sins and one for entrenchment? If so, how would I go about doing this. :-)

Reply #159 Top

Having some issues converting .xsi to .mesh. I've completed a test ship for my Ships of the wall mod. When I try to activate the convert tool in the forge tools. It opens a cmd for like a spilt second. Then it closes. I guess my question be. Where can I find a tool that works or what am I doing wrong. I read the all the documentation that came with forge tools. Actually Im starting to think my wall paper  is Sinsmodset.

Reply #160 Top

ConvertXSI is a command-line program.  You need to open it up with a command line.  There's a GUI floating around for it somewhere on these forums that will greatly simplify matters.  Don't bother searching, the search function sucks.

Reply #161 Top

https://forums.sinsofasolarempire.com/322559

 

convert XSI

Reply #162 Top

Alright, setting up the file structure for my mod has been figured out. :-)

 

NEXT QUESTION!!!!! - It concerns Map Making. O.o'

 

How can I turn a 'small' map into a 'large' map? Do I have to start over from scratch?

Also, why is it that when I zoom out, my star dissapears and my planets don't really seem to shrink down? (This was an issue before I started messing with the spiralgalaxy.dds files and still is an issue).

It's realy hard to tell but the star that is shown is NOT the star that belongs to those planets, it is an adjacent star. The star that belongs to those planets 'dissapears' when I zoom out.

Reply #163 Top

Has anyone figured out what the different CostTypes are for abilities? Is there anything else other than Antimatter?

Reply #164 Top

Quoting J808, reply 13
Has anyone figured out what the different CostTypes are for abilities? Is there anything else other than Antimatter?
End of J808's quote

Yes."Resources", for example it's in AbilityDeployStarBaseTech. Or "None", for no cost. Probably there are more.

Reply #165 Top

Hello everyone.  How do I make playerentities? I want to make a new race using a mixed-group of ships, and also, how do I put technology for the new race? 

Reply #166 Top

i need to know how, in entrenchment, you can switch meshes on the fly.

Ok i understand that it is somewhere in here, but i have questions then:

MeshNameInfoCount 2
MeshNameInfo
    meshName "PlanetModule_TechOrbitalHangarDefense"
    criteriaType "None"
MeshNameInfo
    meshName "PlanetModule_TechOrbitalHangarDefenseAntiAirGuns"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_TECHHANGARDEFENSE"
            Level 1
meshNameIncreasedEffectName "HangarGetupgrade"
meshNameDecreasedEffectName "HangarLosegrade"
End of quote

 

for instance, can i switch this to "ability" or something? criteriaType "Research"

also, when i use this in this way, how would i code this:
meshNameIncreasedEffectName "HangarGetupgrade"
meshNameDecreasedEffectName "HangarLosegrade"

 

leave it blank like the other files?

Reply #167 Top

Quoting Franz, reply 15
Hello everyone.  How do I make playerentities? I want to make a new race using a mixed-group of ships, and also, how do I put technology for the new race? 
End of Franz's quote

1. update entity.manifest:

entityNameCount [default]+1

make a new line: entityName "Player[your new race's name].entity"

2. update gaminfo folder:

add the new entity you wish, clone an existing one, and rename it to "Player[your new race's name].entity"

make a new selectablePriority for it (in notepad++ it's the 7th line)

3. now you can play with the new race

Reply #168 Top

DANMAN i have some problem aboute texture ships, when i arrive the UV map and i push ALT+7 the point and the edges not show what is want. In the documentacion the picture shows the this what he wanna texture, but when i move that step it is a whole mess. What is the problem. PLS help

Reply #169 Top

Heres a question, whats the star corona color for orange in the entity files (ffff7f9)?

Reply #170 Top

Alright... I made the player entity... but now I wan to put technology levels.  How do I do that? 

 

Also, I want to put custum music in.  How do I do that?

Reply #171 Top

Hi all,

is there a way to place planet bonuses on a planet on a scenario template? I mean as in that instead of exploring for the planetary bonuses, u cen set the planets to have certain planetary bonuses? If that doesn't work then is there a way to explore for specific planetary bonuses?

Ahead thanx for help.

Reply #172 Top

Quoting Franz, reply 170
~technology levels and music
End of Franz's quote

player[name].entity - there is around the 200th line the gameEventData... there are the the sounds for events. around the 370th musicThemeData for the music (in your game's directory is the sound subdirectory, and there are the original ogg-s)

in gameinfo directory are the RESEARCHSUBJECT_[...].entity -s

for exmaple in RESEARCHSUBJECT_HULLPHASE0: MaxNumResearchLevels 2 <- modify it as you want

Reply #173 Top

Quoting spellpower, reply 21
is there a way to place planet bonuses on a planet on a scenario template? I mean as in that instead of exploring for the planetary bonuses, u cen set the planets to have certain planetary bonuses? If that doesn't work then is there a way to explore for specific planetary bonuses?
End of spellpower's quote

 

Planet bonus are controlled by the planet type entity file... each different type of planet have his own range of possible planet bonus...

 

Bonus themself are in 4 level type :

-1 : discover once visit the gravity wheel

0 : discover once colonize

1 : exploration level 1

2 : exploration level 2

 

All bonus have one or more level... for a example, a list of planet bonus for 7DS/Solar Sins can be found here ...

 

For make what you wish, you will need to make a mini mod... by example, duplicate the original entity file from terran planet in file named terran1 , terran2, terran3, etc ... in each entity file, you will need to modify the possible bonus for reach what you will... next step is to modify the galaxyscenariodef file... this is really a complex thing and i am not able to help you...

 

Reply #175 Top

Thanks man, this is very usefull!