Help w/ simple modding

I am trying to make it so my cap on my capital ships in higher than game standards. I downloaded the mod pack, but for some reason, i cant edit the enity files in game, but cant get the mod files one to work, i get a save minidump fail error or something. Any help would be great!
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Reply #1 Top
you have to copy the complete original GameInfo folder into your mod directory, then copy your edited files over top the files in the GameInfo folder.
Reply #2 Top
OK so i did what you said, and it didnt work, it doesnt even load the game. I take the original gameinfo files, move them to a mod file that I made(cant make one in the game like the directions say?!?!?!), then move the, editable gameinfo into the sins file directory. Am i missing something? Anymore help, if you dont mind would be great.
Reply #3 Top
I'm quite confused at your problem, but I think your problem is you haven't read the tutorial correctly. Nothing in the Sins main directory needs to be edited, the address being: C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire

To create a mod you need to make a new folder in the Mod folder, the address being: C:\Documents and Settings\*YOUR_USERNAME*\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\*YOUR_MOD*

In that folder you then need the 'GameInfo' folder, then inside that; every single file from the Sins 'GameInfo' folder, should be about 900 files. Then edit the files you want to change in the YOUR_MOD folder, not the main directory.

Also, if you have edited ANY other files not in 'GameInfo' then you MUST copy the entire folder with the file you edited into YOUR_MOD folder. Until 1.03 is released anyway.

If, it still doesn't work, then bad news, looks like you need to go over everything you edited and find the thing you did wrong. A common mistake I used to make, was when there is a list of something, just above it, it will say something with Count at the end, then a number. If you have added something to that list, add 1 to the number after count, if that makes sense. Example:

possibleRandomPlanetBonusesCount 6
bonus "PlanetBonusCrystalMiners"
bonus "PlanetBonusMetalMiners"
bonus "PlanetBonusLowGravity"
bonus "PlanetBonusPenalColony"
bonus "PlanetBonusRareMetalDeposits0"
bonus "PlanetBonusSalvagerOutpost"

If you add another bonus you must change it to 7. Add another, change it to 8, and so on...

Hope that helps you, if your still stuck, try just copying over the 'GameInfo' folder without editing any of it, and see if that works.
Reply #4 Top
OOOOOHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!...................................Got it, the game is still crashing, but i will reinstall, and REmod. Thanks for un F*ck*** me!
Reply #5 Top
So you changed the actual game files, oops!

Happy to help ;)
Reply #6 Top
so i understand, but cant seem to find the files. I know to look in my docs, but it isnt there......I look in my docs and settins, not there, just dont know.....
Reply #7 Top
Its there. Its not called USERNAME, it will be called whatever your username is on that computer. Start up the game, go to options, then Mods, then click 'Show Mod Path'. That should give you the address to the folder.
Reply #8 Top
Make sure that you have Windows set to show hidden files and folders. The Local Setting folders is normally a hidden folder.
Reply #9 Top
ok, found teh folder, but nothing shows up in game under option for mods......I am total lost, this is the option in main menu? I assumed it was.....
Reply #10 Top
Mmmm... Can you post a screenshot of whats in you mod folder. Like this:



Note the address bar is visible.
Reply #11 Top
I can make that folder, but i am looking for the in game mod path everyone is talking about, i cant find it, am i missing something, or do i make this first then check it in the game.
Reply #12 Top
The picture above shows the mod path. This Mod's path is its address; C:\Documents and Settings\Tom Jackson\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\More Planetary Bonuses (by Uzii)\

Once you have created your modified files in that folder it should be available to select and enable in-game.

If you are STILL having problems, try to give a step by step talk through what you are doing. I'm having a little trouble understanding where you are up to.
Reply #13 Top
ok, i have made the folder, mods and sub folder. I went into game, and dont have any option on how to run the mod. All i want to do is make more capital ships, and make them cheap. If you know how to make this happen...... Other than that, i cant get this. I might have wasted everyone time, just asking, does it matter what version of the game you have?
Reply #14 Top
So in-game your mod doesn't show on the list, thats very strange. Make sure, 100% that the path is correct, a screenshot like mine would clear any confusion there.

On the subject of your mod, would you just like a higher population for capital ships, and cheaper to buy? If so, I'll give that a shot and send you the files, then you can compare yours with mine.

EDIT: I don't think it would matter what game version you have, just to be safe I'd upgrade to 1.02 here; WWW Link
Reply #15 Top
I'm having problem with this too. I can't find the "option -> Mods" in game. I can change the cap ships limit, but when I try to change the total ships limit, it shows on the research screen I have more but still 2000 limits on the main menu.
Reply #16 Top
I'm having problem with this too. I can't find the "option -> Mods" in game. I can change the cap ships limit, but when I try to change the total ships limit, it shows on the research screen I have more but still 2000 limits on the main menu.
End of quote


Just click on Options and there will be a Mods button. If you put the files in the right spot (the proper path is listed in posts above), it will show up there for selection.

Also remember that you also need to change all the research topics, not just the gameplayconstants file. Basically it's set up like this:

The gameplayconstants.entity file says the cap is 2300 (this is to accomodate the Vasari tech). But each rank of fleep capacity research is set to increase the current cap by a set amount. So even if you set the max cap to 5000 in the constants file, the research will still only bring you up to 2000. Each rank of research has its own entity file, if I recall, so you need to open each one and modify the progression.

The same goes for capital ship numbers, IIRC.
Reply #17 Top
Darn, no wonder why it always stay at 2000. So, I just have to edit the gameplayconstants.entity file? Just that one file? anything eles? And everytime I tried to reduce the slotcount on battleship, the game cant even load. Thx for the help.
Reply #18 Top
No. The gameplayconstants.entity file is only one step. You also have to find the research files and modify them. It's the same for Cap Ship max, but you don't have to modify the gameplayconstants.entity file for that one to hit. All three factions have two very similar resaerch tree file sets. One dealing with cap ships, the other dealing with fleet cap. These are the files you need to modify to get your higher caps to show up in game, and why even with the gameplayconstants.entity file showing 2300, you still only saw 2000
Reply #19 Top
yush, it works now =D Now one last problem left. I cant edit all the cap ships files. If I changed something there like increase hull or armor points, the game cant even load. What am I doing wrong?
Reply #20 Top
Kind of hard to help without knowing what the problem is. All I can do at this point is suggest that you start with only modding one piece at a time to see what it is that's breaking. Someone else can clarify this, but I kept the numbers out to 6 decimal places just in case the engine needed the float numeric type. See if those help you out.
Reply #21 Top
Indeed, modifying numeric values in the capitalship files in the mod folder shouldn't crash the game on launch, unless you entered something invalid. Making sure everything stays to 6 decimal places is a good tip, and unless you paste what you changed there's not much more anyone will be able to tell you :P
Reply #22 Top
SOOOO, not to be a lazy bum, but i couldnt even begin to make all the changes and still keep teh game running, uzi, do you mind trying to figure that out, all i want is alot of cheap capital ships, that is it. I have been away for a day, sorry.
Reply #23 Top
I have work tomorrow morning and lunch (GMT - UK time), but I'll give it a shot in the afternoon. So just, say; knock 75% of all the costs for Capital ships? If there is anything else you want, and it isn't too complicated, just post it here, and I'll give it a shot tomorrow.
Reply #24 Top
Ok, seeing as I got no reply, I took the initiative. I have made 2 mods for you; - Cheap Capital Ships for Mike All Capital ships now cost 500 Credits, 50 Metal, and 20 Crystal. No other alternations. - Cheap Capitals + Bigger Fleets for Mike All Capital ships now cost 500 Credits, 50 Metal, and 20 Crystal. All Capital ships now use 10 supply instead of 50, and your Capital ship population capacity has been increased by 5 times for each research level. In Layman's terms; you can now have 5 times more Capital ships than normal. No other alternations. These changes are game wide, and will have the same effect for the AI players. I don't know what kind of performance issues will occur when you have an 80 vs 80 Capital ship battle. Good luck, and glad to help ;) Edit: Oops, link might help: Rapidshare Link Some thing has F*cked my post, it was in paragraphs but it seems the forum 'update' has caused some side effects. Sorry for this, just try to read through the mess of words. ;) Edit2: You might have to change the line in Gameplay.constants in 'GameInfo' for maxShipSlots, which is right at the top of the file, change it from 2300, to something like 5000. It might not make any difference, but if you encounter problems, do that.
Reply #25 Top


Sorry, i thought i relpied, i owe you HUGE! THat is AWSOME, i will tinker w/ this mod, and let you know what happens! Thanks again