Getting mods to work (Diplomacy 1.011)

I'm sorry in advance, haha

Alrighty, so I'm just trying my hand at modding stuff for the first time. Unfortunately, I can't get it to work.

 

I've done the following so far:

 

Found harpos updated list of reference files. Downloaded them.

Created a mod folder in the Diplomacy Mods folder. (ironically entitled 'Works')

 

I just wanted to start off simple, and modify the number of resource asteroids a planet could have. To be able to quickly tell if it was working, I just did Terran/Terran Home. I got the entity files from the Entrenchment folder, as the Diplomacy didn't have the planet entity files. I then upped the cap for the planet to this

 

planetResourceSetupInfo
    asteroidSpawnAngleVariance 3.141593
    totalMaxResourceAsteroids 18
    metalResourceAsteroidSetup
        minCount 6
        maxCount 12
        extractionRate 0.400000
        refineryRate 0.060000
        maxRefineryCount 3
    crystalResourceAsteroidSetup
        minCount 3
        maxCount 6
        extractionRate 0.400000
        refineryRate 0.060000
        maxRefineryCount 3

End of quote

 

Ok, so I went overboard on the number, but I'm just learning and with that many, it should be easy to see whether the mod works or not.

 

Then in my Mod Folder I have Terran and TerranHome entity files, both modified the same way, as well as the entity manifest, as indicated in harpos thread https://forums.sinsofasolarempire.com/378266. I go in to diplomacy, enable the mod, start up a map, and it still has the maximum 3. Clearly I am a failure.

 

So if somebody could take pity on me and help me out, it'd be greatly appreciated. I've tried reading everything and it seems like it SHOULD work. So, thanks in advance.

5,383 views 9 replies
Reply #1 Top

Try to increase the maximum number of refineries to 20. That way you will be able to have refineries on all of the asteroids and also puts no constraints on the number of asteroids as well.

Reply #2 Top

Quoting Ibitmyeye3, reply 1
Try to increase the maximum number of refineries to 20. That way you will be able to have refineries on all of the asteroids and also puts no constraints on the number of asteroids as well.
End of Ibitmyeye3's quote

that won't work as refineries are a whole different beast (refinery count is how many refineries can effect each asteroid)

Reply #3 Top

I only have the two terran planet entity files and the entity manifest in mod folder, although from harpo's thread thats all it seemed I needed. Might that have something to do with it?

Reply #4 Top

trace222, I tested what you said you did, ie

make mod folder,
make GameInfo folder in mod folder(note the caps could be important as sins is EXTREMELY case sensitive)(tested, for some reason, probably windows, the folder name is NOT case sensitive),
placed the planet entities into it,
edited the max asteroids & asteroid counts,
copied the diplomacy manifest into the mod's root folder,
start diplomacy enable mod,
apply mod
start game check home planet asteroids (count correct for mod I had set it to min 6 max 12 for metal & crystal total count 20)

I have bolded the points that might be causing the problem

harpo

 

Reply #5 Top

Don't you hate it when its the small things that totally embarass you?

 

Since I wasn't copying over all the entity files, forgot to create a folder entitled 'GameInfo'.

 

Sigh.

Reply #6 Top

don't feel bad

one time had issues with the mod I work with and couldn't figure it out, turns out that there are two t's in entity

Reply #7 Top

asteroidSpawnAngleVariance 3.141593
End of quote

To be honest, after much experimenting (we are talking about hours), I still have no clue what this does.

Reply #8 Top

Quoting ice27828, reply 7

asteroidSpawnAngleVariance 3.141593

To be honest, after much experimenting (we are talking about hours), I still have no clue what this does.
End of ice27828's quote

Well, that number is Pi which is used in circle, sphere calculations. But ya, It might be from back in beta when stuff was orbiting.

Reply #9 Top

I have just done some testing in the asteroidspawnanglevariance question, I think it is the angle (in radians) that the asteroids spawn around the planet, when I set it to 0.141593, the asteroids were in a NARROW band or small pie slice, and when it is PI or larger they spawn in a full circl.

harpo