need help modding the starbase upgrades.

can someone help me out and tell me or point me to where i can change the amount of upgrade points on starbases. i want to be able to add all the starbase upgrades to my starbases. thanks

63,604 views 18 replies
Reply #1 Top

maxUpgradeLevelCount 16
UpgradeTypeCount 8
UpgradeType "StarBaseUpgradeSkeledonWeapons"
UpgradeType "StarBaseUpgradeSkeledonToughness"
UpgradeType "StarBaseUpgradeSkeledonHangar"
UpgradeType "StarBaseUpgradeSkeledonTradePort"
UpgradeType "StarBaseUpgradeSkeledonBlockColonize"
UpgradeType "StarBaseUpgradeSkeledonResupply"
UpgradeType "StarBaseUpgradeSkeledonPhaseGate"
UpgradeType "StarBaseUpgradeSkeledonSelfDestruct"
MeshNameInfoCount 6

around this area

+1 Loading…
Reply #2 Top

hmm thats what i thought...but i upped that to 20 and when i went and played the game...it stayed at 8. did i make it to high??

Reply #3 Top

maby i dont know

 

Reply #4 Top

if you forgot to select and activate the mod then entrenchment will use the default files, but I have 22 upgrade levels and have boosted each of weapons,toughness and hangar to 6 levels each and I have a hull of over 23000 and shields of about 17000 at max upgrade, and the info cards do say 22 upgrades possible on a virgin starbase

harpo

 

Reply #5 Top

hmm well i have it as a active mod. i know cause the other parts of the mod work. just that part doesnt. what did you do harpo to get yours like that??

Reply #6 Top

maxwell's sample is the same as what I used, but I also added extra levels to the actual abilities

harpo

Reply #7 Top

i think it may be due to the fact that you have it set higher than the # of upgrades you can actualy do. try setting it (if you havent already) to 16 (or what ever the max # is for that starbase) and see if that helps.

Reply #8 Top

I have just tested in my personal megasb mod upgrading the upgrade count to 32 with only 28 upgrades available, the total count shown on the infocard IS 32, and sins worked as well as usual with my megasb mod

harpo

Reply #9 Top

Hi, I tried to add uppgrade points to the tech starbase, but when I go ingame, the starbase gets built but dosent show up visually. When I remove what I have changed, everything works.. whats wrong?

 

Reply #10 Top

I would need to see the files before I could help further, but it sounds like you are missing the mesh either in the entity or mesh folder, OR you are using the WRoNg CASE in the file names

harpo

 

Reply #11 Top


entityType "StarBase"
ability:0 "AbilityResupply"
ability:1 "AbilitySelfDestruct"
ability:2 ""
ability:3 "AbilityDestabilizeHyperspacePhase"
ability:4 ""
defaultAutoAttackRange "None"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
numRandomDebrisLarge 12
numRandomDebrisSmall 24
numSpecificDebris 0
armorType "Module"
hudIcon "HUDICON_STARBASE_TECH"
smallHudIcon "HUDICONSMALL_STARBASE_TECH"
infoCardIcon "INFOCARDICON_STARBASE_TECH"
minZoomDistanceMult 1.000000
NumWeapons 3
Weapon
 WeaponType "Projectile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "LASERTECH"
 DamagePerBank:FRONT 146.000000
 DamagePerBank:BACK 146.000000
 DamagePerBank:LEFT 146.000000
 DamagePerBank:RIGHT 146.000000
 Range 8000.000000
 PreBuffCooldownTime 5.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.150000
 TravelSpeed 4000.000000
 Duration 0.000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Projectile"
  burstCount 5
  burstDelay 0.350000
  muzzleEffectName "Weapon_TechCapitalLaserMedium_Muzzle"
  muzzleSoundMinRespawnTime 0.300000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE"
   sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT2"
  hitEffectName "Weapon_TechCapitalLaserMedium_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_ENERGYMEDIUM_HITHULL"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
  projectileTravelEffectName "Weapon_TechCapitalLaserMedium_Travel"
Weapon
 WeaponType "Beam"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 256.000000
 DamagePerBank:BACK 256.000000
 DamagePerBank:LEFT 256.000000
 DamagePerBank:RIGHT 256.000000
 Range 6500.000000
 PreBuffCooldownTime 8.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting TRUE
 PointStaggerDelay 0.250000
 TravelSpeed 0.000000
 Duration 4.000000
 fireConstraintType "StarBaseUpgradeLevel"
 requiredStarBaseWeaponLevel 1
 WeaponEffects
  weaponType "Beam"
  burstCount 1
  burstDelay 0.000000
  muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "WEAPON_TECHSTARBASEBEAMHEAVY_TRAVEL"
  beamGlowTextureName "TechStarBaseBeam_Glow"
  beamCoreTextureName "TechStarBaseBeam_Core"
  beamWidth 80.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 8.000000
Weapon
 WeaponType "Missile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "MISSILE"
 DamagePerBank:FRONT 300.000000
 DamagePerBank:BACK 300.000000
 DamagePerBank:LEFT 300.000000
 DamagePerBank:RIGHT 300.000000
 Range 10500.000000
 PreBuffCooldownTime 10.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.080000
 TravelSpeed 1000.000000
 Duration 0.000000
 fireConstraintType "StarBaseUpgradeLevel"
 requiredStarBaseWeaponLevel 2
 WeaponEffects
  weaponType "Missile"
  burstCount 2
  burstDelay 0.600000
  muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.500000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
  missileStartTurningDistance 250.000000
  missileSlowTurnRate 0.708997
  missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 2
firingAlignmentType "Default"
TargetCountPerBank:FRONT 4
TargetCountPerBank:BACK 4
TargetCountPerBank:LEFT 4
TargetCountPerBank:RIGHT 4
canOnlyTargetStructures FALSE
ShieldMeshName "Shield_TechStarBase"
squadTypeEntityDef:0 "SquadTechCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadTechBomber"
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
mainViewIcon "MainViewIconStarBaseTech"
experiencePointsForDestroying 400.000000
nameStringID "IDS_STARBASETECH_NAME"
picture "PICTURE_STARBASETECH"
statCountType "StarBase"
maxUpgradeLevelCount 16
UpgradeTypeCount 8
UpgradeType "StarBaseUpgradeTechWeapons"
UpgradeType "StarBaseUpgradeTechToughness"
UpgradeType "StarBaseUpgradeTechHangar"
UpgradeType "StarBaseUpgradeTechTradePort"
UpgradeType "StarBaseUpgradeTechBlockColonize"
UpgradeType "StarBaseUpgradeTechFactory"
UpgradeType "StarBaseUpgradeTechResupply"
UpgradeType "StarBaseUpgradeTechSelfDestruct"
MeshNameInfoCount 6
MeshNameInfo
 meshName "StarBaseTech"
 criteriaType "None"
MeshNameInfo
 meshName "StarBaseTech-Trade"
 criteriaType "StarBaseUpgradeLevel"
 levelRequirements
  levelRequirementCount 1
  levelRequirement
   upgradePropertyType "TradePortMeshLevel"
   upgradeLevel 1
MeshNameInfo
 meshName "StarBaseTech-Weapon1"
 criteriaType "StarBaseUpgradeLevel"
 levelRequirements
  levelRequirementCount 1
  levelRequirement
   upgradePropertyType "WeaponUpgradeLevel"
   upgradeLevel 1
MeshNameInfo
 meshName "StarBaseTech-TradeWeapon1"
 criteriaType "StarBaseUpgradeLevel"
 levelRequirements
  levelRequirementCount 2
  levelRequirement
   upgradePropertyType "TradePortMeshLevel"
   upgradeLevel 1
  levelRequirement
   upgradePropertyType "WeaponUpgradeLevel"
   upgradeLevel 1
MeshNameInfo
 meshName "StarBaseTech-Weapon2"
 criteriaType "StarBaseUpgradeLevel"
 levelRequirements
  levelRequirementCount 1
  levelRequirement
   upgradePropertyType "WeaponUpgradeLevel"
   upgradeLevel 2
MeshNameInfo
 meshName "StarBaseTech-TradeWeapon2"
 criteriaType "StarBaseUpgradeLevel"
 levelRequirements
  levelRequirementCount 2
  levelRequirement
   upgradePropertyType "TradePortMeshLevel"
   upgradeLevel 1
  levelRequirement
   upgradePropertyType "WeaponUpgradeLevel"
   upgradeLevel 2
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
NumSoundsFor:ONATTACKORDERISSUED 0
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 0
NumSoundsFor:ONSELECTED 1
SoundID "STARBASE_TECH_ONSELECTED"
NumSoundsFor:ONSTARTPHASEJUMP 0
ExplosionName "StarBase0"
formationRank 3
minShadow 0.000000
maxShadow 0.300000
cargoShipType "FrigateTechTradeShip"
maxCargoShipCount 5
cargoShipRespawnTime 25.000000
baseBuildTime 120.000000
buildEffectName ""
angularSpeed 0.500000
rotateSoundName ""
rotateToFacePlanet TRUE
rotateConstantly FALSE
maxAccelerationLinear 0.000000
maxAccelerationStrafe 0.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear -1.000000
maxRollRate 2.000000
maxRollAngle 35.000000
mass 10000.000000

All I have done is change the: maxUpgradeLevelCount, from 8 to 16.

 

Reply #12 Top

I found an issue that suggests that you are either not using 1.03 entrenchment or are using the reference files from 1.01 ie the MISSING renderShield TRUE line after the shieldmesh line and the rotatefaceingtype change should be rotateFacingType "AwayFromOrbitBody".

I made both changes in the copy I am testing in 1.03 and it now and it works

I hope you are worknig from texted versions of the current entrenchment files(1.03) and not the reference files with forge tools(entrenchment 1.01) which could cause this problem. I spotted both differences with showerrors true in the user settings

harpo

 

Reply #13 Top

No, Im working whit forgetools 3 referene files. So you say that there are something wrong with them? So were could I get the "working" files?

Reply #14 Top

Yeah believe it or not the reference files are out of date. Search 1.03 reference data you should find a download somewhere. Or harpo will probably provide a link soon lol.

Reply #15 Top

I soved it. I copyed the file from the main SoaSE folder, so now it works. But when I change weapons (replacing lasers with autocannons) the starbase gets built, then the game freezes then works for a couple of seconds then freezes and so on... what is this?

Reply #16 Top

goafan, i usually link to my modding utilities pack in my mod updater thread ie here, the modding utilities are at the bottom of th OP and has the latest mod updater,manifest maker, txtbin gui, the map updater and for those poor souls that still only have entrenchment 1.01 the galaxy manifest manager, all in the laterst versions that use the CORRECT convertdata's for EACH version of sins/entrenchment.

the reason i do this is so that everybody that whants to mod will b e able to with these utilities.

harpo

 

Reply #17 Top

But when I change weapons (replacing lasers with autocannons) the starbase gets built, then the game freezes then works for a couple of seconds then freezes and so on... what is this?

Reply #18 Top

pan have you solved this yet?   sorry for the necro... im actually curious about that