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Increase planet tactical capacities or improved defense mods

By on February 25, 2008 5:24:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

dawgs4ever

Join Date 03/2006
0

I would love to play a mod that triples the tactical capacities of planets, whether that requires additional upgrades or is just a flat multiple of the existing #s. Right now planetary defenses are basically useless against even a small fleet, and we're never able to ugprade them at a scale to make them worthwhile. 

Is anybody working on a mod that makes defense something more than a passing interest?  Maybe some new defensive installations with AE attacks?  Or some anti-LRM defenses? 

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February 25, 2008 5:43:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
There are numerous mods out that boost defence. They are scattered around this forum, just have a browse and see which one fits you best.

Or, if you can wait a day(working tomorrow daytime GMT), then I'll write a little walkthrough on how to triple the number of Tactical slots per planet, or increase the power of Gun platforms, hangar bays, or whatever.

Or if modding really isn't your thing, leave an exact list of things you want changed, and I'll whip up a quick mod for you (tomorrow afternoon).

Or, if your lucky, another capable modder here will offer you the same things, but before tomorrow afternoon.

Take your pick from above
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February 25, 2008 5:59:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
i agree there is large need for better plant defense, luckily you can rebuild on a planet quickly but it annoying that unless you leave fleet at a planet it is lost sometimes very quickly...
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February 25, 2008 6:08:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Here is that you want... Defensive Haeven
All defensive platforms (BEAM, MISSILE, GAUSS) uses only 1/4 tactical slot,
damaged increased by 500%
Defensive platforms got more range (Missile 12.000; Beam 10.000; Gauss 8.500)
Hangars now can support up to 8 squadrons and using 2 tactical slots.
AI now going to build more defenses.
Strikecraft building time reduced by 50%

Defensive Haeven MOD

This game structure is so simply, that making this mini-mod is takes about 3-4 minutes.
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February 25, 2008 7:45:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Awesome, thanks guys. I'm am older gamer who hasn't really tried his hand at playing around with the modding tools for fear of breaking stuff. Maybe I should read up on it and tinker around a bit.

The defensive haeven mod sounds a bit excessive in moving towards a defensive oriented game, but I appreciate the posting of it. Gives me an idea of what can be done.

And I appreciate the offer to design a custom tailored mod! Most generous! I might take you up on that, but should probably put some thought into exactly what I'd want without breaking the game.

Thanks so much everybody!
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February 26, 2008 2:16:59 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
planetUpgradeDef
path:Population
stageCount 6
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxPopulation 10.000000
populationGrowthRate 0.125000
developmentTaxPenalty -2.000000
stage
price
credits 1500.000000
metal 150.000000
crystal 75.000000
upgradeTime 390.000000
maxPopulation 25.000000
populationGrowthRate 0.125000
developmentTaxPenalty -0.500000
stage
price
credits 2750.000000
metal 175.000000
crystal 125.000000
upgradeTime 420.000000
maxPopulation 90.000000
populationGrowthRate 0.125000
developmentTaxPenalty 0.000000
stage
price
credits 3000.000000
metal 600.000000
crystal 175.000000
upgradeTime 150.000000
maxPopulation 180.000000
populationGrowthRate 0.125000
developmentTaxPenalty 0.000000
stage
price
credits 4250.000000
metal 225.000000
crystal 225.000000
upgradeTime 780.000000
maxPopulation 250.000000
populationGrowthRate 0.125000
developmentTaxPenalty 0.000000
stage
price
credits 5500.000000
metal 500.000000
crystal 400.000000
upgradeTime 850.000000
maxPopulation 350.000000
populationGrowthRate 0.125000
developmentTaxPenalty 0.000000
path:CivilianModules
stageCount 5
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxModuleSlotCount:Civilian 12.000000
maxModuleConstructorCount 0
stage
price
credits 1500.000000
metal 150.000000
crystal 150.000000
upgradeTime 180.000000
maxModuleSlotCount:Civilian 18.000000
maxModuleConstructorCount 1
stage
price
credits 2000.000000
metal 250.000000
crystal 250.000000
upgradeTime 220.000000
maxModuleSlotCount:Civilian 24.000000
maxModuleConstructorCount 1
stage
price
credits 3000.000000
metal 300.000000
crystal 300.000000
upgradeTime 280.000000
maxModuleSlotCount:Civilian 80.000000
maxModuleConstructorCount 1
stage
price
credits 5000.000000
metal 1400.000000
crystal 400.000000
upgradeTime 500.000000
maxModuleSlotCount:Civilian 90.000000
maxModuleConstructorCount 1
path:TacticalModules
stageCount 4
stage
price
credits 0.000000
metal 0.000000
crystal 0.000000
upgradeTime 0.000000
maxModuleSlotCount:Tactical 15.000000
maxModuleConstructorCount 1
stage
price
credits 1500.000000
metal 150.000000
crystal 100.000000
upgradeTime 180.000000
maxModuleSlotCount:Tactical 25.000000
maxModuleConstructorCount 2
stage
price
credits 3000.000000
metal 200.000000
crystal 200.000000
upgradeTime 220.000000
maxModuleSlotCount:Tactical 200.000000
maxModuleConstructorCount 3
stage
price
credits 6500.000000
metal 300.000000
crystal 300.000000
upgradeTime 300.000000
maxModuleSlotCount:Tactical 240.000000
maxModuleConstructorCount 3


This is from the PlanetDesert.entity file. All the planets are similar, just different values for different places. (Upon closer inspection, this actually my personal mod, as you can see the sudden jump from 25 tac slots to 200...)

Anywho:

maxModuleSlotCount:Tactical 25.000000

This is the only value you need to change to be able to add more slots of either logistics(civilian) or tactical. I'm pretty sure that the values get set, rather than added, so make sure you make the last slot for upgrades the one you want to arrive at (e.g. upgrade 3 is 500 or whatever you want it to be)
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February 26, 2008 2:28:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Onward, every ship and building in the game has it's own entity file. Planetary buildings are denoted by PLANETMODULE prefix, then race, then building.

Example:

PLANETMODULE_PHASEORBITALHANGARDEFENSE.entity:

This is the Vasari Hangar Defense Platform. (Phase = Vasari, Psi = Advent, Tech = TEC)

at the end of the file, you will find the line:

baseCommandPoints 6

Again, my own personal modded file, but the baseCommandPoints is for the amount of squads you can have. Change it to whatever you want to be able to create that many squads for the specific ship/building type. Don't know of any way to add a squad to a ship that doesn't have natural squads, but I'm sure it's possible.
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February 26, 2008 2:39:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
From
PLANETMODULE_PHASEORBITALMISSILEDEFENSE.entity

Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "PHASEMISSILE"
DamagePerBank:FRONT 350.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 10500.000000
PreBuffCooldownTime 7.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.080000
TravelSpeed 1500.000000
Duration 0.000000
WeaponEffects
weaponType "Missile"
burstCount 4
burstDelay 0.400000
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 100.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000


Sigh, so much to go over, but what you're probably interested in most is:
DamagePerBank:FRONT 350.000000
Simply increases the damage per salvo of missiles. I'm not entirely sure if putting damage values for the other banks (back, left, right) will actually spawn missiles for the platform, haven't had the time to check.

burstCount 4
burstDelay 0.400000
burstCount is simply the number of salvos that get released. Naturally, the more counts, the more missiles, the more damage. burstDelay is for how long between firing salvos. If you don't care much about the aesthetic of it and just want a fat wad of missiles wading at your enemies, leave it something low like .1

TravelSpeed 1500.000000
how fast the missiles move to it's target.

Range 10500.000000
how far out the platform can target.

Anywho, that's the quick and dirty version of modding some of these files, hopefully it will give you a quick head start. As always, back up your files before you start any changes. Remember that Phase = Vasari, Psi = Advent, Tech = TEC.

A style tip: put your folder in detail view (for windows - right click an empty space in your folder, highlight "view" select "Details". Also "Arrange Icons by -> Name." Should give you a nice clean list where you can easily find the file you want to edit.

Lastly, in a game that's as easy to mod as this, the best mod you can have is the one you make yourself. It is immensely easy and straight-foward to do and you can tweak most anything gameplay-wise to your liking. (I'm an up and coming code monkey, I admit: I like playing around with the entity files more than playing the actual game ) Have fun!

Also, if anyone can call me on bullshit with proof, please do so. This is all from my own play-testing and inferences, so if I'm wrong, don't hesitate to correct me. In a nice way, please .
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February 26, 2008 10:17:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Just as a note, increasing BurstCount does not increase damage. Damage is calculated entirely by these lines:

DamagePerBank:FRONT 350.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
...
PreBuffCooldownTime 7.500000

So in that weapon, you will do 350 damage every 7.5 seconds.
BurstCount and BurstDelay are only controls for the particle emitters, and do not affect damage in any way.
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February 26, 2008 10:38:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I'll just start a thread for this.
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