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Manually changing Diplomacy Files to use in Rebellion

By on June 20, 2012 5:22:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

mostly80

Join Date 08/2011
+8

I've just spent the last day converting my mod files from diplomacy to rebellion. Thought I'd share the changes that need to be made to save anyone else having to look through and compare the files.

The entries in red are the new lines of text that need to be added:

Entity files
--------------------
The following are for the ability, buff, research subject, ship and planet module files.

1. effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID "EFFECT_LASTSTAND"

2. minExperienceLevelRequired
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
Level:3 0.000000

(This applies to all text sections where levels are such as antimatter cost and cool down times, just add level 3.)

3. researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0

4. artifactPicture ""
    uniqueOverlayBrush ""

(This is at the very bottom of the researchsubject files.)

Entity files - Stars and Planets
----------------------------------

Stars only-

1. coloredSkyboxMeshNameCount 1
meshName "SkyboxBackdrop2"
deepSpaceSkyboxMeshNameCount 1
meshName "SkyboxBackdrop"

The above text in the star entity files needs to be replaced with:

coloredSkyboxMeshInfoCount 1
meshInfo
meshName "SkyboxBackdrop2"
shouldPrefer FALSE
deepSpaceSkyboxMeshInfoCount 1
meshInfo
meshName "SkyboxBackdrop"
shouldPrefer FALSE

Planets only -

2. meshInfo
typeNameStringID "IDS_PLANETTYPE_MARS"
asteroidTemplate "Empty"
dustCloudTemplate "Sparse"
meshName "Planet_Mars"
cloudColor ffffffff
nullMeshRadius 0.000000
nullMeshParticleEffect ""
hudIcon "HUDICON_PLANET_DESERT0"
smallHudIcon "HUDICONSMALL_PLANET_DESERT0"
infoCardIcon "INFOCARDICON_PLANET_DESERT0"
mainViewIcon "MAINVIEWICON_PLANET_DESERT0"
undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_DESERT0"
picture "PICTURE_PLANET_DESERT0"
shouldPrefer FALSE

3. renderAsVolcanic FALSE
planetRuinDef
ruinPlanetType "PlanetAsteroidBelt"
attachType "Center"
effectName "StripToTheCore_Planet_Asteroid"
startTime 9.000000
soundID "EFFECT_STRIPPEDTOTHECORE"
creditsOnStrippedToTheCore 2000.000000
metalOnStrippedToTheCore 750.000000
crystalOnStrippedToTheCore 250.000000
ShieldMeshName "Shield_PlanetSmall"

MESH files
------------

Nice and easy, just add this one line -

TXT
MeshData
maxDiffuseMipLevel 0
hasValidTangents TRUE
BoundingRadius 5000.000977

GALAXY Files
----------------

This is a real pain to change, especially if you've got a large map. I found the "find and replace" functions in notepad a real help here.

1. This is in the top setup section :
galaxyWidth 10113.400391
galaxyHeight 10330.000000
nextStarNameUniqueId 86
nextPlanetNameUniqueId 155
triggerCount 0

2. star
designName "RandomStar-1"
inGameName "Sol"
type "YellowStar"
pos [ 5988 , 7988 ]
radius 200.000000
moveAreaRadius 90000.000000
hyperspaceExitRadius 90000.000000
planetCount 8
planet
designName "TerranHome-10"
inGameName "Earth"
type "Earth"
pos [ 6079 , 8038 ]
moveAreaRadius 60000.000000
hyperspaceExitRadius 55000.000000
owner "Player0"
isHomePlanet TRUE
normalStartUpgradeLevelForPopulation 4
normalStartUpgradeLevelForCivilianModules 3
normalStartUpgradeLevelForTacticalModules 3
normalStartUpgradeLevelForArtifacts 3
normalStartUpgradeLevelForInfrastructure 4
quickStartUpgradeLevelForPopulation 0
quickStartUpgradeLevelForCivilianModules 0
quickStartUpgradeLevelForTacticalModules 0
quickStartUpgradeLevelForArtifacts 0
quickStartUpgradeLevelForInfrastructure 0
planetItems
templateName ""
subTemplates 1
template "SpecialBonus"
groups 1
group
condition
type "Always"
param ""
owner "Player0"
colonizeChance 0.000000
items 1
item "UE:ISS"
spawnProbability 1.000000
useDefaultTemplate FALSE
entityCount 0
asteroidCount 0

3. connectionCount 1
connection
planetIndexA 0
planetIndexB -1
spawnProbability 1.000000
type "PhaseLane"
entityCount 0
spawnProbability 1.000000

4. playerCount 2
player
designName "Player0"
inGameName "United Earth"
overrideRaceName "United Earth"
teamIndex 0
startingCredits 20000
startingMetal 20000
startingCrystal 20000
isNormalPlayer TRUE
isRaidingPlayer FALSE
isInsurgentPlayer FALSE
isOccupationPlayer FALSE
themeGroup ""
themeIndex 0
pictureGroup ""
pictureIndex 0


You should be able to use your diplomacy files in rebellion now.

 

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June 20, 2012 7:18:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

for the ship there are also:

WeaponEffects
        weaponType "Projectile"
        burstCount 6
        burstDelay 0.100000
        fireDelay 0.000000
        muzzleEffectName "Weapon_Tech_AutoCannonFrigate_Muzzle"

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June 20, 2012 8:38:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

thanks you guys, this could help me when I get to the mod updater so that it might be able to update mods to rebellion, by the way it also has been mentioned that there is an extra line inside the mesh files as well, is it needed or just desired?

harpo

 

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June 20, 2012 8:54:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

harpo - The extra line in the mesh is just desired. The mesh will load in rebellion without it but it does cause an error message in the dev when loading the game.

 

dondurito - Thanks, forgot about that one.

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June 20, 2012 9:27:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

last line in starbaseupgrade

    upgradeBoolPropertyCount 2
    upgradeBoolProperty "CanPreventEnemyColonize"
    upgradeBoolProperty "CanPreventPlanetLossByBombing"
xpModifier 20.000000

 

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June 20, 2012 9:58:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

In regards to Galaxy files, the game will still load them correctly even if the moveAreaRadius and hyperspaceExitRadius lines are not present, though the dev exe will throw a fit over them.

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June 21, 2012 12:19:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you very much for posting this, it will speed up my efforts greatly when it comes to updating my project.

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June 21, 2012 12:36:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome thread

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June 21, 2012 12:54:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow--saved me a ton of time.  Great post and attitude--link added here.

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