My new mod

A mod to combine the 3 races of Sins of a Solar Empire Rebellion v 1.82

Hello Everyone,

I am new to this forum, but not to this game. I love this game :D

Thanks to the many tutorials here, I began to understand the basics for modding this game. I know that if I want to change anything, it is very recommend to copy the the files and make a new mod with it.

I have done some basic modding for the game, but now, I want to go some more advanced. For now, I have some ideas to try in my new mod. But some of those are not easy to do. My main idea is to combine the 3 races (Vasari, Advent and TEC) into 1 race. My favorite faction is the Vasari Rebel.

1: Is it possible to make buildable constructors from a frigate factory? I know that if you colonize a planet, you will get 1 constructor for free and if you upgrade the logistical and tactical slots, you also get more.

Each race has a total of 8 blocks for their science, divided in 4 tabs. Vasari has Warfare, Fortification, Empire and Manipulation. Further, Each race has the Fleet Logistics and Artifactial tabs.

2: Is it possible to add more tabs here on the left than those 6? If yes, how can I do it?

The Warfare and Empire tabs have both 3 blocks, the Fortification and Manipulation have both 1 block.

3: Is it possible to add by the Fortification and Manipulation tabs 2 additional blocks? If yes? how can I do it?

4: Is it possible to extend the sciences? For example, adding a 3th set of science for the Vasari Shield upgrades. Or another Metal and/or Crystal upgrade? Or another Armor upgrade?

If you have any questions about my question, ask them here. I will explain anything that is not clear enough.

Thank you for reading it :)

18,071 views 10 replies
Reply #1 Top

Your not going to be able to add more tabs, but you can extend weapon or mineral upgrades. by default those are set to 2 upgrades each. but you could extend those to 3 or even higher. no sense in adding a new icon for research when it can be done much easier by changing the variable in the entity files.

You can add more icons to stretch out the tree, but it takes a lot more knowledge in the back end on how all of that is positioned. it really becomes a pain if a new patched comes out to keep updating and rehanging the files to keep up with update.  Just ask the ST3 team how much they love updating their mod.  lol!!

Reply #2 Top

Is it possible to make buildable constructors from a frigate factory?
End of quote

No, at least not in the way you want. Even if you get an extractor or factory from a different faction via modding, it only builds the standard stuff for your faction. Sins doesn't work like Command & Conquer where you get to build other factions stuff if you can steal a constructor.

Also, you are basically limited to 9 frigates, 9 cruisers, 9 capitalships and 9 titans per faction no matter what you try and do. The only way to get a larger variety of ships than that is to spawn them via ability.


2: Is it possible to add more tabs here on the left than those 6?
End of quote

Nope


3: Is it possible to add by the Fortification and Manipulation tabs 2 additional blocks?
End of quote

Nope, but you can make the tabs as big as you want provided they fit the screen.


Is it possible to extend the sciences?
End of quote

That is very easy in the research entity files. I've tested up to 999 and it works. 

 

Also, why are you still on Rebellion 1.82? At that version you are actually restricted to 2 titans instead of 9.

Reply #3 Top

Quoting GoaFan77, reply 2


Is it possible to make buildable constructors from a frigate factory?



No, at least not in the way you want. Even if you get an extractor or factory from a different faction via modding, it only builds the standard stuff for your faction. Sins doesn't work like Command & Conquer where you get to build other factions stuff if you can steal a constructor.

Also, you are basically limited to 9 frigates, 9 cruisers, 9 capitalships and 9 titans per faction no matter what you try and do. The only way to get a larger variety of ships than that is to spawn them via ability.



2: Is it possible to add more tabs here on the left than those 6?



Nope



3: Is it possible to add by the Fortification and Manipulation tabs 2 additional blocks?



Nope, but you can make the tabs as big as you want provided they fit the screen.



Is it possible to extend the sciences?



That is very easy in the research entity files. I've tested up to 999 and it works. 

 

Also, why are you still on Rebellion 1.82? At that version you are actually restricted to 2 titans instead of 9.

End of GoaFan77's quote

 

I had a version 1.83, but it was not able to support any mods. And now with 1.82, everything works fine. And some of the Mods of Sins of a Solar Empire Rebellion don't go beyond 1.82...:(

Reply #4 Top

You probably need to run the dev tool to see why your mod wont run, its most likely you have files from the older version that need to be updated to the latest version.

Trust me, its best to be using the latest version with all of the new changes and fixes.

As for other mods still on 1.82. those are without a doubt abandoned mods that the modder did not update or no longer has any interest in updating.

I have a re-balance mod that I created, made the Cap ships much tougher and hit harder, and larger fleets for Caps.  Also converted the planet super weapons into Ion Canons that work within the gravity well of a plane that do massive damage to frigates and coverts. They wont kill a Cap ship in a single hit but they do really good damage over time to them.

Each race has their own Ion type weapon. these are really great for defending a choke point to keep those pesky little Starbase ships for trying to back door you.

I've never published this mod, its been something mainly my friends and I play. but we love how it plays and it makes the original game so much better with my mod.

 

 

Reply #5 Top

Quoting Darksxx, reply 4

You probably need to run the dev tool to see why your mod wont run, its most likely you have files from the older version that need to be updated to the latest version.

Trust me, its best to be using the latest version with all of the new changes and fixes.

As for other mods still on 1.82. those are without a doubt abandoned mods that the modder did not update or no longer has any interest in updating.

I have a re-balance mod that I created, made the Cap ships much tougher and hit harder, and larger fleets for Caps.  Also converted the planet super weapons into Ion Canons that work within the gravity well of a plane that do massive damage to frigates and coverts. They wont kill a Cap ship in a single hit but they do really good damage over time to them.

Each race has their own Ion type weapon. these are really great for defending a choke point to keep those pesky little Starbase ships for trying to back door you.

I've never published this mod, its been something mainly my friends and I play. but we love how it plays and it makes the original game so much better with my mod.

 

 
End of Darksxx's quote

 

That mod you are talking about, looks very nice :) .

Another problem of my 1.83 was the problem about the .entity files. I tried to convert those files in the gameinfo folder, but some .entinty files didn't convert.

 

On this topic: https://forums.sinsofasolarempire.com/378266, there is a link to a dropbox file that contains the reference files of Rebellion 1.83. But that link to dropbox is a dead link. Do you have those converted files of 1.83? The most files that didn't convert where about planets and the players...

 

Reply #6 Top

If the files are not converting, then you dont have the correct convert file that is released with each new patch.

 

Here, this will make your life so much easier. I made these a long time ago to use a batch file to convert the files. just name this one BIN2TXT and make this a .bat file.  make sure you dump the files in a folder wit his batch file to convert the files. along with the files you want to convert and the .exe convertdata file. Use the entire string below.

This is for the TXT2BIN

for %%a in (*.entity) do ConvertData_Rebellion entity %%a %%a txt

 

This is for BIN2TXT

for %%a in (*.entity) do ConvertData_Rebellion entity %%a %%a

Name each of these stings in the batch file a .bat file named something like this 

Entity TXT2BIN

and

Entiry BIN2TXT

Once all of the files are in the folder just run the batch file and it will convert all of the files for you.

 BTW, if you want to use my mod, I can let you use it. just send me a dropbox link to upload it.

 

 

Reply #7 Top

What version of the game do you have? It has no point that I use an older version of this game than the version that you are modding in.

Reply #8 Top

I'm on the latest version of the patch. I always keep my mod up-to-date.

Reply #9 Top

I have now the last version of the game and everything works fine :)

Your step with the Bin2TXT works perfect :D Thank you for helping me :)

Reply #10 Top
Quoting GoaFan77, reply 2

Is it possible to extend the sciences?

That is very easy in the research entity files. I've tested up to 999 and it works. 

 

End of GoaFan77's quote

Can you of anyone else give an example of an extended research?