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Scenario Template Modding: Adding custom stuff to planets

How to create universes and then dominate them

By on February 14, 2009 8:10:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

HouseRalan

Join Date 03/2008
+60

I posted this for another player, but thought to include it here as its own post so people can easily create scenario templates drawing from the SINS Vanilla GalaxyScenarioDef file located in their GameInfo while still using GalaxyForge 1.0, which imho is overall a much better mapping tool than GalaxyForge 1.1 that does not currently allow for easy template placement or even viewing (crosses fingers for next release of GForge).

The standard scenario template can get pretty complex when you start tweaking things and might even break the map if you enter things wrong.  The other issue with scenario templates is that you need to start galaxy forge 1.0, then save your map -without editting anything, then open it in notepad to write the scenario templates you want to add to the map.  If you make small maps with only a few scenario templates, your work is pretty easy.  If you make large maps with lots of definition (many scenario templates), then you have a lot to do depending on what you want to add.
Once you get the hang of the scenario templates, the universe can take on extraordinary definition and depth -which of course is directly proportional to your own creativity.

MODDED HOME scenario template : a scenario template that once added to a world gives the planetowner a frigatefactory, combat lab, 2 noncombat labs, capital factory, 1 battleship, 3 light, 2 LRange, 1 siege, 1 AF, 1 colony frig, 3 carriers, and 3 heavy cruisers.

The structure is as follows:
template 1 = as this is the only template added to the map, the number is 1.  If you have more than 1 template, then the number must correspond.
template = tells SINS the template begins now
templateName = the name of the template, "MODDED_HOME" being the name of this particular scenario template.
subTemplates 0 =I just leave this alone at all times.
groups 3 =in this case there are 3 "group" items, if you have more "group" entries the number must be the same.  like in the case of a militia with 7 groups and probabilities of spawning, the number would be 7.
group : tells SINS the group begins here
condition = tells SINS the type and param
type "PlanetOwnerIsRace" = If the planet owner is race, check param, then items will spawn for that race.
param = in this case Tech, Psi, Phase (races).  Together the condition reads, "If player race is 'Tech, Psi, Phase", then items will spawn accordingly.
owner = in this case items will spawn for the planet owner, not just for a particular player.
colonizeChance: 0 or 1 : no or yes.  Does what spawns control the planet?
items 22 : the number must match what is listed below it, if not the map breaks and you must change things to match.  This basically states that X number of items are in the group. 
item "" : within the "" you insert the text found in the aforementioned "template list" text file.
**If the number of item "" does not match the number in items X, the map won't load.**

Examples of scenario templates
7DS Systems of War ULTRA (for SINS 1.05 or SINS 1.13) UPDATED 2/16/09
The scenario templates include: MODDED HOME, Vasari Militas (very weak, weak uncolonizable, weak, medium, strong) and LightPirateBase. 

Within GalaxyForge 1.0, the ScenarioTemplates seem to double up, this is a minor glitch in GalaxyForge 1.0, but you can use either repetition without issue by double-clicking a planet, then clicking "ScenarioTemplates" to see them.  Then add the template to the world and uncheck "Use Default Template".  Woot, you now have a world with your own goodie added instead of whatever default TEC militia usually goes there.

By the examples given in this map, you should be able to figure out how to (with the item list) change what the players start with (add a siege bs, add more labs, refinery, more frigs, cruisers, etc...), change the militia to either completely Psi (advent) and/or change what spawns for said militia (maybe replace the vasari militia with pirate ships for a universe in which the pirates have decimated the vasari worlds -leave vasari structures, add pirate vessels).  You might even beef up the pirates by adding a TEC capitalship or maybe you want the pirates to have some captured Psi and Phase vessels.

Always Colonizing Militias
examples: VasariGathering & AdventCommune
For a militia that always colonizes, change the first group in one of the Vasari Militias to: (don't copy/paste or you'll mess up the structure -forums doesn't like tabs)

 group
  condition
   type "Always"
   param ""
  owner "RandomMilitia"
  colonizeChance 1
==================
Doing this means that a random militia will always colonize the world to which they are assigned, that the ships/structures for that group will always spawn, but the other groups where type = "PlanetOwnerIsMilitiaWithChance" still have a chance of spawning.  The other groups with type = "NoPlanetOwner" or "NoPlanetOwnerWithChance" will be ignored, so you might want to name your revised template "VasariControlled_X" where X = weak, medium, strong, city, etc...
For this type of "Always Colonizing Militia", you might want to add more of the "PlanetOwnerMiltiaWithChance" and param between 0.0005 and 0.1 (almost never spawning to rarely), 0.15 to 0.45 (moderate chance of spawning), 0.5 to 0.75 (darn good chance of spawning) and 0.8 to 0.95 (almost always spawning).  Rare should be pretty powerful, and the almost always spawning what you almost always want to spawn.  Becareful, if you have 18 groups with param ranges set high, they might all spawn making the world incredibly difficult to assault (the Ai might never advance into it due to faulty AI behavior)
I hope this helps you create some interesting universes and then crush them under your iron heel. 

-SamazRalan

Since I am part of the developer team for 7 Deadly Sins, I must give a plug for the mod because the scenario templates included here are standard templates for 7 Deadly Sins.  Galaxy Forge 1.0 will be bundled with 7DS 2.0 Final.

7 Deadly Sins 

will have a fully customized GalaxyScenarioDef complete with many easily placed structures allocated along racial lines, fleet additions, planet defenses, more militias (Tec, Advent, Vasari, and Empire), heavy patrol fleets with at least 1 capital ship, and heavily colonized worlds with many structures and a sizeable fleet defending it from warmongers, crusaders, and plunderers.

TEMPLATES AVAILABLE AS OF 7 DEADLY SINS 2.0 (near final) -click to larger image.

**7 Deadly Sins : Systems of War : ULTRA** Updated -includes VasariGathering and AdventCommune Always Colonizing Militias.

7DS Systems of War : final touch made in GalaxyForge 1.1 for compatibility with SINS 1.13

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February 15, 2009 3:07:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

semazralan did you know this in december if you did why didn't you post it as an answer to my question ?

harpo

 

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February 15, 2009 4:35:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I probably knew some of it, but wasn't able to reply due to time constraints and how the forums tend to bury topics pretty quickly.  Also, I'm not one to use scenario templates much so I'm wasn't very familiar with them.  I posted some information in the Galaxy Forge Guide thread that is stickied.  Feel free to dig up your post and repost it here and I'll throw you some more information.

Reread the "Always Colonizing Militias" section, I added an AdventCommune and VasariGathering.  They are good examples of a militia that always colonizes in a Scenario Template format vs the Template format in the GalaxyScenarioDef file.  Hope these help you -you're free to adjust them as desired.  Just give some love to 7 Deadly Sins for the help.

Check this thread: Scenario Templates: A How To

 

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February 15, 2009 9:12:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

be sure to DL the map after you see this post, I've been playing the map for 4 hours and damn it's a kick in the pants.  Be sure to go against those heavy colonies with a good fleet -my start fleet got eaten alive by them -lolz.

Let me know if there are problems with it in Sins 1.13 (maybe go in with notepad and change ver from 1 to 2)

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March 24, 2009 3:55:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Maybe this is a good addition to this thread.

I made also templates for vasari and advent militia, one thing that anoyed me was that I wasn't able to give them an unique name. but now I found a way that works if you use a mod.

In the galaxyScenarioDef after "autoAddPlayers 2" you can add also new npc player like the pirates and the rebels there.

So I added:

player
    designName "Militia_Advent"
    inGameName "your prefered ingame name or string id reference"
    overrideRaceName "Psi"
    teamIndex -1
    startingCredits 1000
    startingMetal 300
    startingCrystal 100
    isNormalPlayer FALSE
     isRaidingPlayer FALSE
     isInsurgentPlayer FALSE
     themeGroup "PlayerPsi"
     themeIndex 2
     pictureGroup "PlayerPsi"
     pictureIndex 2

 

if you now add a template to a planet, here an example:

planetItems
            templateName ""
            subTemplates 0
            groups 1
            group
                condition
                    type "NoPlanetOwner"
                    param ""
                owner "Militia_Advent"
                colonizeChance 0.000000
                items 1
                item "Psi:CapitalShip:BattleShip"

you can reference the as owner your choosen design name from above (You have to do this in an editor cause galaxyforge allows only "noowner" or any added player as values). Then ingame the new militia appears with your choosen name and logo.

Perhaps it works also if you add a player in the map itself and edit these 3 parameters:

    isNormalPlayer FALSE
    isRaidingPlayer FALSE
    isInsurgentPlayer FALSE

but i haven't tested it yet.

 

 

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March 24, 2009 4:48:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Perhaps it works also if you add a player in the map itself and edit these 3 parameters:

isNormalPlayer FALSE
isRaidingPlayer FALSE
isInsurgentPlayer FALSE

but i haven't tested it yet.

I have used this exact method and it DOES work

harpo

 

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March 24, 2009 5:48:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ah thanks good to know!

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March 26, 2009 7:33:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is certainly something i need to learn. 

-Teal

 

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April 20, 2009 6:04:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is the spawn chance is on a per-group or per-ship basis?

Also, is there any method of making mutually exclusive spawns in the same entry? That would be super helpful. The workaround (creating duplicate planet types) seems like it should work but it also seems like a lot more work.

Incidentally, the Vasari Gathering template has an error in it - the third group has 5 items but only has 'items 4'.

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April 20, 2009 7:31:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

deadlyshoe the spawn chance is per group.

the differing spawns can be done with the PlanetOwnerIsRace condition.

hope this helps

harpo

 

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April 20, 2009 8:23:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks harpo.

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