Questions about Sins modability

Ive modded many games before, most either arn't as modable as id like, or they require you to learn a very indepth scripting language, but seeing as how Sins has a very active modding community then maybe some of you can answer my questions.

1. Is their a limit to the amount a modder can add? (Structures, planets, ships, new races) I plan on adding 7 more races to the game, all of which unique

2. I know that the ai is still being developed, but is it possible for a modder to change how it? i want to make each different type play completely unique (aggressor, defender, economist, researcher, maybe even add some types like diplomat/manipulator, genocidal, cockroach/mass expander, nuetral, etc)

3. I want to make planets supply X amount of fleet supply each, i recall reading that something like it was in the beta, but is it possible to "re-add"?

4. People keep complaining about having to much resources in large games, so i was wondering if i might be able to add a constant tax based on the cost of each ship (drains 1/10th cost in credits at X intervals), can it be done?

5. In real war their are "suppliers" who gain from wars, therefor i was thinking of adding something like "investing" in an empire, think reverse bounty, the more that player kills others the more profit they gain (ill make up a calcution system later), this could allow a nuetral player to actaully happen (and make for some interesting manipulation of allies), could it be added through modding?

6. I know that the Phase inhibotor can be modded, but if i jacked it up and made it effect the entire gravity well, then turtling might become a problems, so how about making a structure that can target superweapon projectiles?

7. The game has 4 classes of ships, would it be plausible to add more types?

8. Planets seem to "underused", i would like to add more upgrades that could be added to them (such as Ground to Space weaponry, to defend against siege frigate raids).

9. I would like to overhaul Alliegance, I would like to make it effected by much more then culture, such as local defence, enemy forces, war status, economy, and local planets.

10. Do i have to redo my mod every time the game is updated?

Ps. im not asking any one do make these, but if they are possible ill make them myself

4,322 views 5 replies
Reply #1 Top
Right, I'll give it a shot.
1. I don't think so, but some problems may occur with the Beta tools. (Custom planet types spring to mind)
2. I'm sure there is, but I have no idea where or what to edit.
3. Another "Yes, but I don't know how to" answer.
4. Mmm... not sure on that one, although with scripts, probably.
5. An interesting concept, but I don;t think this can be done with the current Mod Tools(cMT)
6. Like a anti-super weapon? Doubt it with the cMT.
7. Not with the cMT...
8. Another "Not with the cMT".
9. Pass.
10. Pass.

Best I could do, sorry. ;)
Reply #2 Top
ay for #7
I'm currently digging through the mod files, with some luck. So far i've located the file that has the buttons that go under logistics and tactical. I'm trying to figure this out, my current plan is to create a Battleships class. This means ill be needing to locate all the relevant buttons and add a few in, fortunately i can just re-use alot of the ones taht came with the game, ill post more once i've got more to post :)
Reply #3 Top
In regards to #3: If figures out how, pray do tell, it's what I've been aiming for with my mod, but can't figure out how to do it.

Reply #4 Top
Surely you would add to a planet bonus something like "floatBonus:AdditiveShipMaxSlots 10"

And that would give you 10 more ships slots each time you colonise one of those planets. Then you simply remove the relevant research tree. However I can imagine the game not being too pleased if you lost a planet and had more ships than allowed by your fleet capacity :S.
Reply #5 Top
update 1: I"ve managed to futz with the HUDIcon-Module.brushes file enough so that the tec orbital frig factory has the icon of the tec repair platform. This was down by editing the first number in the number string underneath the name. I changed it form 153 to 250 and that apparently changed the icon used for that location to the orbital repair platform because all other numbers were in line. this leads me to believe that the first number represents a depth of some kind. No further conclusions can be made with the information at hand.

update 2: I've edited the second number in the number string, from 119 to 200, which made the icon in game about half of the vasari frigate factory and the tec frigate factory, it would appear that the second number represents the y axis on the image, while the UI around it creates a wall, essentially giving you a small window with which to look through.

update 3: scannign the .brushes file i've noticed that numbers 3 and 4 in teh numebr strings do not change, ever, so i have changed them to see what happens! This alteration has moved the picture of the tec frigate factory over to the left, revealing a little bit of another icon to the right. The icon is of the tec capital ship factory.

update 4: scrolling to the bottom of the .brushes has shown a "hudiconsmall" brush, taht would appear to be the number that one sees when they have X number of structures built.

update 5: i've gotten myself stuck, i have yet to figure out how to add in a new button, if anyone can help with this, it would be very much appreciated.