How To: Increase Fighter Squads?

I've been looking in a couple of the files but haven't found the lines that jump out at me for showing how to increase the number of squadrons a carrier can have...can somebody point it out to me?

Also as a side question if somebody could tell me where you have to go to increase the number of fighters in a squad? I'm trying to mod it so there are HUGE fighter battles in the game, i think it would make things more fun to watch and would make the flak frigates actually worthwhile to build!!
12,988 views 18 replies
Reply #1 Top
at the bottom of the captialship entity file look for

CommandPoints
StartValue 2.000000
ValueIncreasePerLevel 0.500000

startvalue is how many squads it starts with, and ValueIncreasePerLevel is the % that the amount increases per level, with that setup it starts with 2, and gets 1 more every level

and if your game info is in alphabetical order on the entity files near the bottom
squad(psi-phase-tech)(combat-bomber).entity in there look for

baseMaxNumFighters (5-6) <--bigger number=more fighters or bombers

and if youre trying to mod the cruiser carrier go to Frigate(psi-phase-tech)Carrier.entity
and find

MaxNumCommandPoints 1 <--simply change that
Reply #2 Top
Thank you very much! :)
Reply #3 Top
Wait, is this with the Mod download?
Reply #4 Top
What file are you using to open and edit the values? Whenever I use a text editor, I get symbols.
Reply #6 Top
And then? I still can't edit the values because when I open it up in notepad, there aren't lines, its all jumbled together and I can't find the designated values.
Reply #8 Top
Bump. Seriously guys, how am I supposed to do this.
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Read the pdf tutorial in the download linked above, it explains how to get started on creating a mod.
Reply #9 Top
The stuff in the game directory is packaged...yeah, read the PDF.
Reply #10 Top
Also modify the antimatter cost or antimatter of the squadron host otherwise the host won't be able to build them.
Reply #11 Top

And then? I still can't edit the values because when I open it up in notepad, there aren't lines, its all jumbled together and I can't find the designated values.
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Try WordPad instead.

If it is still all jumbled, click on Format in either of the two and make sure Word Wrap is checked.
Reply #12 Top

And then? I still can't edit the values because when I open it up in notepad, there aren't lines, its all jumbled together and I can't find the designated values.
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CAN'T FIND THE DESIGNATED VALUES. THEY AREN'T THERE. They have been replaced with freaking symbols. The above mentioned variables aren't even in the freakin file. Sorry to be short, this is just unbelievably frustrating. I am THIS |----| close to a supercarrier, and I get stopped by a text editor.
Reply #13 Top
Ok. Just to make sure there is no confusion, I'll break it down to Barney level. In order to make these changes you're talking about, you MUST download the file that is in the link above. You MUST download the file that is in the link above. YOU MUST DOWNLOAD THE FILE THAT IS IN THE LINK ABOVE.

The files that are in the Game Info folder that is part of your SINS install have been converted to binary for faster load times, hence why you're only getting gobble-dee-gook in notepad. Inside the zip file is a PDF I strongly suggest reading. It answeres a lot of questions. There is also a Reference folder with it's own Game Info folder. Inside of that are the TXT versions of the same binary files. These are the files you need to modify to create your Supercarrier.

To recap...you cannot modify the files that are part of the SINS install (unless you are that good at reading binary). You need the forge tools that are available at the above link. And read the included PDF file from cover to cover several times (yes, I did too).
Reply #14 Top

Ok. Just to make sure there is no confusion, I'll break it down to Barney level. In order to make these changes you're talking about, you MUST download the file that is in the link above. You MUST download the file that is in the link above. YOU MUST DOWNLOAD THE FILE THAT IS IN THE LINK ABOVE.

The files that are in the Game Info folder that is part of your SINS install have been converted to binary for faster load times, hence why you're only getting gobble-dee-gook in notepad. Inside the zip file is a PDF I strongly suggest reading. It answeres a lot of questions. There is also a Reference folder with it's own Game Info folder. Inside of that are the TXT versions of the same binary files. These are the files you need to modify to create your Supercarrier.

To recap...you cannot modify the files that are part of the SINS install (unless you are that good at reading binary). You need the forge tools that are available at the above link. And read the included PDF file from cover to cover several times (yes, I did too).
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Thank you. All I needed. I read the PDF file, but it was at 3am, so I probably didn't occur to me that I wouldn't be able to edit config and important game files like these with a text editor, seeing as I have been able to do this with damn near every game that since, ya know, like 1996. It also doesn't help that the binary converter JUST FREAKING OPENS AND CLOSES when I click on it.
Reply #15 Top
Hey, NP. What we're here for. The game was built from the ground up to be almost completly moddable. Probably one of the biggest pieces we were screaming about during the beta. :)
Reply #16 Top
It also doesn't help that the binary converter JUST FREAKING OPENS AND CLOSES when I click on it.
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Because it's a command line program to convert your text entity files into binary once you're done with the mod to speed up loading times in-game. (Which is also in the pdf :P)
Reply #17 Top

It also doesn't help that the binary converter JUST FREAKING OPENS AND CLOSES when I click on it.


Because it's a command line program to convert your text entity files into binary once you're done with the mod to speed up loading times in-game. (Which is also in the pdf )
End of quote

How does one use it...because it the documentation is kind of vague....and I can't get the mod files I have actually created to show up in the Mods list. Sorry to be such a noob, I haven't ever done more than config editing and crap like that in my life.

Reply #18 Top
In honesty, you don't need to use the binary converter for the mod to run. The whole purpose of it is to improve loading time.

As for having the Mod show up in your game's list, here's some pitfalls that I've seen that may help you:

If you modify or add any file(s) in a folder (Game Info, Mesh, etc), you must copy the entire folder to your Mod's directory. Ex: Your mod named "Super Kol" has only one change, the Kol cap ship has more Armor. Since you modified the Kol's file, you must copy the entire Game Info folder from the Reference Data into your mod's directory. Supposedly this will change in 1.03, but it's still important to know.

The other big pitfall is the placement of your mod directory. We'll take "Super Kol" again just for prosperity. In game I click on the Mod Path button and it shows me

"C:\Documents and Settings\{Your user name]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods"

With that, I can browse to that location. Just remember that it's Local Settings\Application Data, both of which are hidden folders. You'll either need to type the path in, or have your windows show hidden folders. Once I get there I create a new folder and name it what I want to display in the SINS mod list (Super Kol). In that directory is where I place my folders. Doing all of that, my Super Kol mod shows up in the Mod List.

I don't have Vista so I don't know the path for it. you'll just have to find out in game. :)