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ADDING ARTIFACTS TO GALAXY TEMPLATES

The correct entry values

By on December 26, 2011 11:45:52 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

Join Date 02/2010
+213

I've added templates for some time to Galaxy maps and often pre-place artifacts in them.  One of the pesky annoyances when starting is trying to find the correct entry for each artifact.  Following are the working entries for artifacts up to Diplomacy. All artifacts from all the original SoaSE work in ALL versions and expansions of Sins and artifacts added during Entrenchment will function in Entrenchment, Diplomacy and Rebellion.

Jump Drive Relic (Sins) -- Speed in wormhole lanes increased by 50% and  jump charge up rate decreased by 25%.

        item "Artifact:HyperspaceSpeed"

 

Kinetic Intensifier (Sins) -- Weapon damage increased by 20% for all ships and structures.

        item "Artifact:WeaponBoost"

 

Resilient Metaloids (Sins) -- Armor value increased by "1" and passive hull repair increased by 50%.

        item "Artifact:HullRepair"

 

Power Core Relic (Sins) -- Antimatter capacity increased by 10% and passive antimatter regeneration increased by 15%.

        item "Artifact:AntimatterRegen"

 

Data Archive (Sins) -- Research cost reduced by 25% and research speed increased by 5%.

        item "Artifact:ResearchArchive"

 

Relativistic Factories (Sins) -- Ship and structure build rates increased by 25%.

        item "Artifact:BuildTimeReduction"

 

Jump Field Generator (Sins) -- Allows wormhole travel and phase jump antimatter costs reduced by 30%.

        item "Artifact:WormholeTravel"

 

Phase Accelerator (Sins) -- Ship speed in phase lanes increased by 50%.

        item "Artifact:GalaxyTravel"

 

Manifest Dominion (Sins) -- Spread rate of culture increased 25% and resitance to hostile culture increased 10%.

        item "Artifact:StrongCulture"

 

Ion Field Generator (Entrenchment) -- Planet health bombing damage reduced by 40% and population loss reduced by 25%.

 

 Matter Compressor (Entrenchment) -- Credits earned by trade ships increased 25%.

 

 Planetary Organic AI (Entrenchment) -- Population tax credits increase by 25% and population growth by 40%.

 

NOTE:

Entrenchment artifacts can currently only be added by modding.

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December 26, 2011 12:31:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks guys!

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December 26, 2011 2:43:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

http://pastebin.com/01uAfsmN

 

Has what you want and templates to make them work.  Example

planetItemType
    designName "Artifact:GalaxyTravel"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL"
 
planetItemsTemplate
        templateName "Template:AddArtifactWormholeTravel"
        subTemplates 0
        groups 1
                group
                        condition
                                type "Always"
                                param ""
                        owner "PlanetOwner"
                        colonizeChance 0
                        items 1
                                item "Artifact:WormholeTravel"
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December 26, 2011 4:55:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
If you know the entries for Entrenchment (see above) artifacts in galaxy maps--post them here please.

It is impossible to add the Entrenchment/Diplomacy artifacts and bonuses without a mod. All entities you can use in maps are defined in the GalaxyScenarioDef file, and my default only 9 artifacts and 1 planet bonus are present. With a mod like my Diplomacy Forge they can be modded in but of course but you'll need to have the mod active for them to appear.

For the record these are the artifacts that are present directly from the file, which as you'll notice the Entrenchment ones are missing.

planetItemType
    designName "Artifact:WeaponBoost"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_WEAPONBOOST"
planetItemType
    designName "Artifact:AntimatterRegen"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_PASSIVEREGENANTIMATTER"
planetItemType
    designName "Artifact:HullRepair"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_HULLREPAIROVERTIMEINCREASE"    
planetItemType
    designName "Artifact:HyperspaceSpeed"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_HYPERSPACESPEED"    
planetItemType
    designName "Artifact:GalaxyTravel"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL"    
planetItemType
    designName "Artifact:ResearchArchive"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_RESEARCHARCHIVE"
planetItemType
    designName "Artifact:StrongCulture"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_STRONGCULTURE"
planetItemType
    designName "Artifact:WormholeTravel"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_WORMHOLETRAVEL"    
planetItemType
    designName "Artifact:BuildTimeReduction"
    entityDefName "RESEARCHSUBJECT_ARTIFACT_SHIPBUILDTIMEREDUCTION"

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December 26, 2011 9:04:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That's what I wondered--thanks.  I knew how to mod them in but I really like being able to make mod-independent maps too.  Good to know.

Have we ever heard any reason why these can't be added?

 

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December 27, 2011 1:06:39 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
Have we ever heard any reason why these can't be added?

Basically the Devs need to update their GalaxyScenarioDef file in an update so that they are placeable. The GalaxyScenarioDef file acts as a bridge between maps and entity files. If an artifact/ship/structure (such as your phase jump inhibitors ) is missing, then the game doesn't know which entity file it needs to place.

I add all the missing items to my mods so that I can play on maps that use them, but if you want Vanilla users to use your maps your stuck using what is in the Vanilla GalaxyScenarioDef.

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December 27, 2011 1:43:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yep--I'm all for modding.  I just know a lot of people don't use them or use only one and play regular otherwise.

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December 27, 2011 6:34:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You can go with scenario templates on maps to skirt the GSDEF modding.

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December 27, 2011 6:41:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What laziness that the GSDEF for Vanilla and Entrenchment hasn't been upgraded since Feb 19, 2009.  Also that there is no GSDEF for Entrenchment -it uses Vanilla.

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December 27, 2011 10:11:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SemazRalan,
You can go with scenario templates on maps to skirt the GSDEF modding.

Can you clarify this with an example for me? Sounds intriguing. 

And, yeah, Vanilla and Entrenchment are now the Windows 95's of Sins.

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December 28, 2011 1:02:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Voruk's Labyrinth.galaxy
Ancient Gifts.galaxy
Balance Of Power.galaxy
Grindstone.galaxy
Quick Strike.galaxy

In Ancient Gift's.galaxy, you'll see the template that gives the planet the artifact.

Artifact template on a planet

        planetItems
            templateName ""
            subTemplates 1
            template "StartingWormholeArtifact"
            groups 0

templates 1
template
    templateName "StartingWormholeArtifact"
    subTemplates 0
    groups 1
    group
        condition
            type "Always"
            param ""
        owner "NoOwner"
        colonizeChance 0.000000
        items 1
        item "Artifact:WormholeTravel"

 

BIG POST ON SCENARIO TEMPLATES FROM 2008

Another post from way back -links don't work anymore, but info might help.

http://forums.sinsofasolarempire.com/339832

 

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December 28, 2011 1:21:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh yeah--I do that.  What you can't do though is give one of the Entrenchment artifacts in a template.  I was hoping you had a non-modded answer for that.

Darn.

And that is an epic original post btw--saved me a ton of hassle.

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