Small Mod Requests?

Hiya guys/gals. :)

I've been fiddling around with modding SOASE today and browsing around the forums here and other places I've noticed there's some things that people keep asking for and it never really gets done, or at least it's never mentioned. So, since I plan to keep fiddling until I get everything the way I want... I figured I might as well help people out!

So, if you want something you haven't been able to find or a certain feature you just want by itself instead of an entire mod, let me know. I'll figure it out. :P Nothing big like re-skinning / modifying textures... those are out of my hands right now, as I haven't even started learning that! If you're not sure what you want is big or small just ask about it and I'll see if I can do it.

One thing I've been seeing is people requesting defensive upgrades. I can understand why as well, with your fleet spread out conquering the galaxy, you need ample defenses back at home!

"Easy" Things (Examples of what I've tinkered with)

- Increased squadrons for 'Hangar Defense': Successful, upgraded the Vasari to 10 squads and works fine.
- Increased Capital Carrier squadrons, reduced max hull points, increased max shield points + antimatter.
- Increased Fighter/Bomber survivability via hull points.
- Increasing the effectiveness of planetary defenses (Vasari Missle Platform, etc): Successful, added the Plasma Wave Cannon in addition to the normal Phase Missles. Damage is 75 with a 7.5 cooldown, average of 10 damage (Phase Missle is 150 / 7.5 @ 20 average).

Things I haven't tinkered with, "hard" maybe? Lol.

- Modifying Research Subjects / Adding new Research Subjects
- Creating new ships / abilities
- et cetera

So, if you have something specific you want feel free to ask me. :O It'll help me advance in my modding ability a lot faster than thinking of things myself. I'll package something just for you and include instructions on how to incorporate it into another mod if needed. :)

PS- Adding shields to fighters/bombers doesn't seem possible at the moment, if I figure out how I'll be sure to update. <_<

EDIT: Is there a modding community that's already open (seperate from these forums)? If not, I have like 5 years of web design/coding experience so I could throw something together. o.O That way when people get pissed about patches we can still stay in contact, lol.
11,922 views 20 replies
Reply #1 Top
I made a thread about this on my own, but your help would be appreciated too. I can't seem to limit a capital ship to building just fighters. I would like to remove the ability to build bombers from certain capital ships. I don't want to completely remove bombers from the game, I don't want to make the anti-matter cost of bombers un-reasonably high, and I don't want to make a second type of fighter identical to regular fighters to replace bombers. Your help would be appreciated, as I'm at an impasse with my modding while trying to solve this.
Reply #2 Top
Hey there UNeb. :) Let's see if we can get it fixed for you.

Okay, so.

On Line 228-229 of the file CAPITALSHIP_PHASEBATTLESHIP.entity, it reads:

228: squadTypeEntityDef:1 "SquadPhaseBomber"
229: squadAntiMatterCost:1 0.000000

Try removing those! I can't get in-game to test it right now as I have some video editing that I'm doing. It would take me awhile to actually do anything in-game, lol.

Edit: Lmao, after going back to the modding main forums I see you tried that. Give me a few and I'll see what I can come up with. :P
Reply #3 Top
It seems that edits are broken. o.O Anyways, after going back to the main modding forum I seen your thread and that you tried that. Give me a few and I'll try to come up with something.

To clarify, you want to be able to remove bombers from specific capital ships without removing them from the entire game or using a cheesy solution, correct?
Reply #4 Top
yeah, that was my first guess too. It crashes on load. also, replacing SquadPhaseBomber with another SqadPaseFighter entry doesn't work (it'll let the mod load, and get in game, but will hang when the second squad is built).
Reply #5 Top
Have you tried adding a third fighter slot? I'm thinking some things aren't able to be modified (yet?) since the modding tools were put out so soon. It also seems that anything related to modifying fighters is a bit sketchy.

Honestly if you cant remove the line or change it without the game crashing I don't see how it's going to work. I just went over all five capital ship files, and the Fighter/Squad files. There isn't any other way that I can see it happening. :/

If you do figure it out, let me know. :D If I come across it later I'll be sure to post about it. It's going to bug me now. :P
Reply #7 Top
I wouldn't mind doing something like that. I'm pretty familiar with the tools and could make some tutorials (and I have plenty of webspace).
Reply #8 Top
I can do it, just wanted to know if anyone else had started yet. I could probably have a new domain and host setup by the end of the day.
Reply #9 Top
Hiya guys/gals. I've been fiddling around with modding SOASE today and browsing around the forums here and other places I've noticed there's some things that people keep asking for and it never really gets done, or at least it's never mentioned. So, since I plan to keep fiddling until I get everything the way I want... I figured I might as well help people out!So, if you want something you haven't been able to find or a certain feature you just want by itself instead of an entire mod, let me know. I'll figure it out. Nothing big like re-skinning / modifying textures... those are out of my hands right now, as I haven't even started learning that! If you're not sure what you want is big or small just ask about it and I'll see if I can do it.One thing I've been seeing is people requesting defensive upgrades. I can understand why as well, with your fleet spread out conquering the galaxy, you need ample defenses back at home!"Easy" Things (Examples of what I've tinkered with)- Increased squadrons for 'Hangar Defense': Successful, upgraded the Vasari to 10 squads and works fine.- Increased Capital Carrier squadrons, reduced max hull points, increased max shield points + antimatter.- Increased Fighter/Bomber survivability via hull points.- Increasing the effectiveness of planetary defenses (Vasari Missle Platform, etc): Successful, added the Plasma Wave Cannon in addition to the normal Phase Missles. Damage is 75 with a 7.5 cooldown, average of 10 damage (Phase Missle is 150 / 7.5 @ 20 average).Things I haven't tinkered with, "hard" maybe? Lol.- Modifying Research Subjects / Adding new Research Subjects- Creating new ships / abilities- et ceteraSo, if you have something specific you want feel free to ask me. :O It'll help me advance in my modding ability a lot faster than thinking of things myself. I'll package something just for you and include instructions on how to incorporate it into another mod if needed. PS- Adding shields to fighters/bombers doesn't seem possible at the moment, if I figure out how I'll be sure to update. <_




Greetings,

Let me preface this by stating that I'm not great with computers, but I would be interested in a few minor modifications to Capital ships, specifically the battleships ability to deal damage. I would like battle ships to deal 200% damage to light armor, 175% to medium armor, 150% to heavy armor, and 100% to Capital armor. Lastly I would like to increase the damage rating of the Kol railgun with level 3 yielding 1600 hp. I never understood the purpose of putting a massive railgun on a ship only to watch it take 3-4 shots just to heavily damage a frigate. Any assistance that you can give me in this matter will be greatly appreciated. Thanks in advance for your help.

Reply #10 Top

Greetings,

Let me preface this by stating that I'm not great with computers, but I would be interested in a few minor modifications to Capital ships, specifically the battleships ability to deal damage. I would like battle ships to deal 200% damage to light armor, 175% to medium armor, 150% to heavy armor, and 100% to Capital armor. Lastly I would like to increase the damage rating of the Kol railgun with level 3 yielding 1600 hp. I never understood the purpose of putting a massive railgun on a ship only to watch it take 3-4 shots just to heavily damage a frigate. Any assistance that you can give me in this matter will be greatly appreciated. Thanks in advance for your help.
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While increasing the Kol's Gauss Blast ability is simple enough, looking over the capital ship files I'm not sure I can modify the damage based on armor type. As far as I can see, in the individual ship files, the weapons are classified as CapitalShip type, which there is probably another file around somewhere that may or may not be editable that sets the strength of various weapon types VS armor types. I just don't know where that is. :P

Here's the update for the Kol's Gauss Blast: Download

Just copy that into the "C:\Documents and Settings\
Reply #11 Top
hmm most people don't mess with the defence Items sinds it's easy to unbalance the game..in Multi Player

but i am asumeing you playing a 1 player mode i write tomorrow a micro mod for you then witch makes the Defence stations in game a lot more usefull..
Reply #12 Top
Saikou XI,

Thank you very much. I will attempt to get this mod in this evening. No problem about the Cap ship damage. Just happy to give the Kol railgun the damage potential that such a massive weapon deserves. I will let you know how it turns out.
Reply #13 Top
Weapon type vs armour type damage modifiers are all in the gameplay.constants file
Reply #14 Top
Here's the update for the Kol's Gauss Blast: DownloadJust copy that into the "C:\Documents and Settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods" folder and enable it in the Mods menu (access by clicking 'Options' on the main SOASE menu).I'm not sure if you can run different mods together so if you're using any other mods you may just want to copy the edited file (BuffGaussBlast.entity) into your other mod's GameInfo folder.For reference, I increased it like so:Level 1: 550 DamageLevel 2: 1000 DamageLevel 3: 1600 DamageHope that's what you wanted :O[/quote]



Hello again,

I hate to sound like an idiot in these matters, but I can't quite figure out how to access these files to insert the new data that you created. Do I need to download a "modding file" in order to conform with the address that you gave me? I was able to get as far as application data, but its content doesn't seem to correspond with the mod. OTOH, another file titled game info does list all off the special abilities and buffs. I'm really sorry to bother you as I'm sure you have better things to do, but any assistance would be appreciated. BTW, I'm running windows xp and I don't seem to have access to Local settings.

Reply #15 Top
BTW, I'm running windows xp and I don't seem to have access to Local settings.
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Uncheck "Hide hidden files and folders" in folder options.
Reply #16 Top
Thanks for the help all. Figured it out. Kol railgun is truly a weapon now.  :LOL: 
Reply #17 Top
Hehe, sorry about that. With Terraziel's help on where to find the Weapon VS Armor types, I think I got it for you. :) Just add this file into the same folder you downloaded earlier and it should work. Now, if any other modders stumble upon this, maybe you can tell me if I did it right, lol.

DamagePercentBonus:CAPITALSHIP:CapitalShip 1.0 (100% to Capital)
DamagePercentBonus:CAPITALSHIP:VeryLight 2.25 (225% to Very Light)
DamagePercentBonus:CAPITALSHIP:Light 2.0 (200% to Light)
DamagePercentBonus:CAPITALSHIP:Medium 1.75 (175% to Medium)
DamagePercentBonus:CAPITALSHIP:Heavy 1.50 (150% to Heavy)
DamagePercentBonus:CAPITALSHIP:VeryHeavy 1.25 (125% to Very Heavy)

Would the numbers match the percents? xD

Download
Reply #19 Top
Hehe, sorry about that. With Terraziel's help on where to find the Weapon VS Armor types, I think I got it for you. Just add this file into the same folder you downloaded earlier and it should work. Now, if any other modders stumble upon this, maybe you can tell me if I did it right, lol.DamagePercentBonus:CAPITALSHIP:CapitalShip 1.0 (100% to Capital)DamagePercentBonus:CAPITALSHIP:VeryLight 2.25 (225% to Very Light)DamagePercentBonus:CAPITALSHIP:Light 2.0 (200% to Light)DamagePercentBonus:CAPITALSHIP:Medium 1.75 (175% to Medium)DamagePercentBonus:CAPITALSHIP:Heavy 1.50 (150% to Heavy)DamagePercentBonus:CAPITALSHIP:VeryHeavy 1.25 (125% to Very Heavy)Would the numbers match the percents? xDDownload
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Thank you. Looking forward to trying it out.  :)