editing
having a problem, i've used notepad in XP and notepad++ in windows 7. when I open a .entity file to look at it I am getting this.
BIN and a bunch of garbage.
what am i doing wrong or need to correct?
Marco
having a problem, i've used notepad in XP and notepad++ in windows 7. when I open a .entity file to look at it I am getting this.
BIN and a bunch of garbage.
what am i doing wrong or need to correct?
Marco
That is a binary file for you. You need something like a Hexadecimal editor, but even with that it is hard to make out what is in the file.
The file needs to be converted from BIN to TXT format...
https://forums.sinsofasolarempire.com/377772/page/4/#replies
This tool is useful though I've never personally used it....
You can also use Harpo's GUI...
https://forums.sinsofasolarempire.com/378266/page/2
This link also has all the reference files already in txt format....make sure to use those from the most recent versions...
What are you trying to open; Vanilla, Entrenchment, Diplomacy or Rebellion files?
If something from the first 3, Forge Tools has txt versions. Rebellion is all bin files unless you find the Rebellion files in txt format (but not all of them are in that pack). https://forums.sinsofasolarempire.com/418978/page/1/#3097878 has a rar with some Rebellion files.
semaz, the forgetools set of reference files is SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO out of date that it is best to get the ref files for the expansion being modded from MY ref files thread (btw these are the only current refs available now that myfist0 has departed (I shall miss the little guy))
(just a an extra note the copy of the forge tools that I have has refs for sins 1.15 & entrenchment 1.0 ONLY no diplomacy OR more recent versions like sins 1.193, ent 1.053, dip 1.34)
harpo
OK, NEW QUESTION: gameplay.constant file editing.
how do you save this file so it works after editing? so far, either nothing happens or the game blows up. the Sins Data Converter doesnt see the file.
Marco
That file does not need any converting...it is by default in text format and should stay in that format...
mbc58
If you edit it in regular notepad, use the "Save As" function to save your work and change the filetype from "(*.txt)" to all file types. Be sure the filename you use is "gameplay.constant".
This should work ![]()
and put it in the mod's gameinfo folder.
btw do NOT alter the files in the program files locations so that (if you want to ) play online
harpo
thanks, will try that when i get home
ok, i'm curious, how do you increase the number of airwings on the carriers? i've tried in the research, the ships themselves but so far nothing has worked.
marco
Are you talking about the number of squadrons per carrier? You need to change the number of "command points"...
i've changed command points, but the only one that i've seen affected was on the hangers, not the carriers.
will look again.
marco
maxNumCommandPoints
That should be the line you will want to change....
thanks, been fun doing a "fix" then run the game to see if it works.... to bad i dont have all the tools for graphics.
would like to know the difference between the various file types. ie; ablitiy, buff, etc....
marco
Well ability files are just that: abilities...
Each ability in the game has one ability file for it that includes information such as cooldown, AM cost, requirements (such as XP or technology), number of levels, whether it is passive, etc...however, abilities are quite complex, and usually require one or more buff files to make the ability work...
For example, take a simple AoE ability like Energy Aura...these types of abilities usually require 2 buff files to work...the ability file applies a "buff to self", naming the specific buff to be used...that buff in turn is a periodic action that applies another buff to all nearby ships every second or so...in this manner, a Halcyon carrier can improve the energy weapon cooldown of nearby ships, but only those in range of the Halcyon...
Some abilities only require one buff file (adaptive forcefield simply applies bonus stats to the Kol) while some don't require any (SB construction requires only an ability file)...there are a few abilities that require 3 or more buff files, where some buff files deal with entity modifiers (like bonus/penalty stats) and others deal with just graphical effects...
It is somewhat complex at first but but easy to learn and mod (you don't need any fancy programming skills, and most of the "native terms" are self explanatory, like "ApplyBuffToSelf")...
was not able to locate this line "maxNumCommandPoints" yet.
i'm assuming that i should look directly at at the specific ship files and not the research ones.
Marco
You will want to look at the actual frigate files:
FrigatePhaseCarrier
FrigatePsiCarrier
FrigateTechCarrier
The TEC and Vasari will have a value of 2....the Advent will have a value of 3...
From a pure balance perspective, changing the number of squadrons should probably be coupled with other changes....
SC are tricky...there are the Squadron files, the individual SC files, and then the files for all the objects that utilize SC (carriers, hangars, caps, SBs, etc.)
Some stats (like number of SC per squadron) are in the squadron files (ex: SquadPsiBomber)...some stats (like the number of HP or the DPS) are in the individual SC file (ex: FighterPsiBomber)...and some stats (such as the AM cost to build a squadron) are tied to the specific unit/structure that builds them (ex: FrigatePsiCarrier)...
correct, it is in each of the frigate AND cap ship files, and for the carrier names they are
FrigatePhaseCarrier.entity
FrigatePsiCarrier.entity
and
FrigateTechCarrier.entity
and you can find them either in the diplomacy, entrenchment or vanilla, but if modding either entrenchment or diplomacy USE the files from the expansion you are modding
harpo
how about the capital carriers?
found it in frigates.
Marco
Capital ships earn command points per level...
You will want to look at the CommandPoints section near the bottom...there is a StartValue and a ValueIncreasePerLevel...the capital ship only gets a new squadron once it hits a whole number...
So, for example, a Halcyon carrier starts with 3.25 command points and earns .55 per level...at level 1 and 2, it would have 3.25 and 3.80 command points (so 3 squadrons)...at level 3, it would have 4.35 command points, and would then earn a new squadron for a total of 4...
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