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*Grumble, Grumble* Where the flip is it?

By on September 23, 2011 2:06:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

XATHOS

Join Date 02/2002
+11

Gentlemen, I need some help.

 

I have added extra factions into my mod, and now, I'm needing to add them into the quick start/prebuilt option for games.  Where is the file/s associated with this option located?

 

Humble thanks in advance.

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September 23, 2011 2:55:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

galaxydef.constants or sommat like that...

change it so that it has the proper contents.

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September 23, 2011 3:57:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Can't believe I didn't think of checking in there. 

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September 23, 2011 4:25:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, it's not working.  All the items are put in properly and all the group/item counts are right.  No spelling errors.  What would cause this not to work?

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September 23, 2011 4:29:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A missed item count, a missed group, an incorrect spelling, etc. There's a ton of possibilities.

I need more info, if you please. What happens on dev launch?

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September 23, 2011 4:35:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm adding the Nephilim (for LAN group, it's not a public release) into DS.  I believe all the counts are correct.  Anyway, here's the line bit I'm talking about.

planetItemsTemplate
    templateName "Template:DefaultHomePlanetSetup"
    subTemplates 0
    groups 8
        group
            condition
                type "PlanetOwnerIsRaceNormalStart"
                param "Tech"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Tech:Module:FrigateFactory"
                item "Tech:Frigate:Constructor"
                item "Tech:Frigate:Constructor"
        group
            condition
                type "PlanetOwnerIsRaceNormalStart"
                param "Psi"
            owner "PlanetOwner"
            colonizeChance 1
            items 3       
                item "Psi:Module:FrigateFactory"
                item "Psi:Frigate:Constructor"
                item "Psi:Frigate:Constructor"
        group
            condition
                type "PlanetOwnerIsRaceNormalStart"
                param "Phase"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Phase:Module:FrigateFactory"
                item "Phase:Frigate:Constructor"
                item "Phase:Frigate:Constructor"
        group
            condition
                type "PlanetOwnerIsRaceNormalStart"
                param "Nephilim"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Nephilim:Module:FrigateFactory"
                item "Nephilim:Frigate:Constructor"
                item "Nephilim:Frigate:Constructor"
        group
            condition
                type "PlanetOwnerIsRaceQuickStart"
                param "Tech"
            owner "PlanetOwner"
            colonizeChance 1
            items 10
                item "Tech:Module:FrigateFactory"
                item "Tech:Module:CapitalShipFactory"
                item "Tech:Module:MetalExtractor"
                item "Tech:Module:MetalExtractor"
                item "Tech:Module:CrystalExtractor"
                item "Tech:Module:CrystalExtractor"
                item "Tech:Frigate:Constructor"
                item "Tech:Frigate:Constructor"
                item "Tech:Frigate:Scout"
                item "Tech:Frigate:Scout"
        group
            condition
                type "PlanetOwnerIsRaceQuickStart"
                param "Psi"
            owner "PlanetOwner"
            colonizeChance 1
            items 10
                item "Psi:Module:FrigateFactory"
                item "Psi:Module:CapitalShipFactory"
                item "Psi:Module:MetalExtractor"
                item "Psi:Module:MetalExtractor"
                item "Psi:Module:CrystalExtractor"
                item "Psi:Module:CrystalExtractor"
                item "Psi:Frigate:Constructor"
                item "Psi:Frigate:Constructor"
                item "Psi:Frigate:Scout"
                item "Psi:Frigate:Scout"
        group
            condition
                type "PlanetOwnerIsRaceQuickStart"
                param "Phase"
            owner "PlanetOwner"
            colonizeChance 1
            items 10
                item "Phase:Module:FrigateFactory"
                item "Phase:Module:CapitalShipFactory"
                item "Phase:Module:MetalExtractor"
                item "Phase:Module:MetalExtractor"
                item "Phase:Module:CrystalExtractor"
                item "Phase:Module:CrystalExtractor"
                item "Phase:Frigate:Constructor"
                item "Phase:Frigate:Constructor"
                item "Phase:Frigate:Scout"
                item "Phase:Frigate:Scout"
        group
            condition
                type "PlanetOwnerIsRaceQuickStart"
                param "Nephilim"
            owner "PlanetOwner"
            colonizeChance 1
            items 10
                item "Nephilim:Module:FrigateFactory"
                item "Nephilim:Module:CapitalShipFactory"
                item "Nephilim:Module:MetalExtractor"
                item "Nephilim:Module:MetalExtractor"
                item "Nephilim:Module:CrystalExtractor"
                item "Nephilim:Module:CrystalExtractor"
                item "Nephilim:Frigate:Constructor"
                item "Nephilim:Frigate:Constructor"
                item "Nephilim:Frigate:Scout"
                item "Nephilim:Frigate:Scout"

I don't understand because the coding seems right.  I even referenced Sins of the Fallen to ensure I have all the elements correct.

And to answer any questions: no, I have multiple factions in this mod, but I won't be using the DS addon for Sins of a Fallen, and none of the factions have their quick launch elements set up.  Is it possible the DS boys already hit the engine max item count?

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September 23, 2011 4:41:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't think so...

Do you have the ships all referenced correctly? It should be a different line.

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September 23, 2011 4:51:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If you mean in the respective player entities, yes.

 

And what do you mean by different line?  Which file?  I'm assuming the galaxyscenariodef.

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September 23, 2011 4:53:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nevermind.  I see what you're talking about.  I don't mess with modding planets or scenarios.  That's why I overlooked it.

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September 23, 2011 5:05:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey XATHOS,

Here are the Various Galaxy Scenerio entries I use for Nephilim...

http://dl.dropbox.com/u/5790092/Temp/NephilimTemplates.zip

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September 23, 2011 5:41:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It's working now.  Thank you very much up, gentlemen.

 

If anybody is curious, my mod is a compilation mod that takes the core 3, nephilim, plague, replicators, and norlamins all thrown in into the same base (Distant Stars).  I rebalanced all the races (mainly, the maelstrom ones) as much as I can (on top of other changes my group enjoys).  It's alot of work to do.  Once again, it's for private use.  I don't quite have the skill set (mainly, with modeling) to be doing any original work of my own.

 

ZombieRus: I'd love to stick the Hypercorp in here once you get the tech tree done.  Eight working factions is better than 7.   My group lans 2-3 times a week with Sins being our big one.  You'll definitely get plenty of testing going on.  My only problem is that I'm unsure as to what exactly will make them unique in my game.  Almost all of the game modifiers have been burned up by this point...

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September 23, 2011 6:13:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting XATHOS,
ZombieRus: I'd love to stick the Hypercorp in here once you get the tech tree done.  Eight working factions is better than 7.   My group lans 2-3 times a week with Sins being our big one.  You'll definitely get plenty of testing going on.  My only problem is that I'm unsure as to what exactly will make them unique in my game.  Almost all of the game modifiers have been burned up by this point...

Sure thing... I know what you mean about using game modifiers. It's really tough to differentiate races but still leave them playable by the AI. 

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