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See a scenario template addition to a modified "Systems Of War" map -see bottom, but read the guide. If it doesn't play, YouTube probably hasn't finished processing the file.
READ GUIDE THUROUGHLY
Since no one has posted as to what they are and how they work, are added, are made... I'll post this up.
Scenario Templates are templates added directly to the X.galaxy file, the MAP FILE, at the very end that dictate what spawns where and for whom under certain conditions.
Once added to the very end of a map, they can be added through Galaxy Forge when you open the map and after 2x clicking a planet you see the editor panel. You see "Scenario Template" and by and large this is empty -only a few maps like "Ancient Gifts" and "Voruk's Labyrinth" use them and it's a nifty way to have added stuff without putting the template in the GalaxyScenarioDef.galaxyScenarioDef file in GAMEINFO folder -do not mess with this file if you are a newb! -if you don't know what it does, this mean you. Basically it is the file that controls what can be placed where via GalaxyForge or Notepad if you are a code-monkey.
So, here's the write-up I was going to post to Teal when he asked about how to add a fleet to a planet.
I ended up modifying the Systems Of War Map to "Systems of War ULTRA". It's a Vanilla map that uses VANILLA SINS -no modding applied.
I discovered "ScenarioTemplates" working on 7 Deadly Sins -Danman guided me when Star/Clad would or could not so I'm 100% behind him and anyone wanting to make SINS better.
I strongly recommend you copy all of this to notepad, save, then print it. It's that valuable.
Be very familiar with mapping: Beginner Guide to Galaxy Forge -this is the ADVANCED GUIDE to Mapping and does require you to read to learn something.
Open Voruk's Labyrinth.galaxy in Notepad, press CTRL+F, type "Start" or "Labs"
You'll find: (other planets have similar subtemplates)
planet
designName "Planet0"
inGameName "Hezekiah"
type "DesertHome"
pos [ 349 , 40 ]
owner "NewPlayer"
isHomePlanet TRUE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 1
template "Start"
groups 0
spawnProbability 1.000000
useDefaultTemplate FALSE
**AND**
planet
designName "Planet16"
inGameName ""
type "DeadAsteroid"
pos [ 341 , 52 ]
owner "NewPlayer"
isHomePlanet FALSE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 1
template "Labs"
groups 0
spawnProbability 1.000000
useDefaultTemplate FALSE
At the end of the file after the Player information you'll see this:
templates 2
template
templateName "Start"
subTemplates 1
template "Template:LightStart"
groups 3
group
condition
type "PlanetOwnerIsRace"
param "Tech"
owner "PlanetOwner"
colonizeChance 0.000000
items 4
item "Tech:Frigate:Colony"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
group
condition
type "PlanetOwnerIsRace"
param "Psi"
owner "PlanetOwner"
colonizeChance 0.000000
items 4
item "Psi:Frigate:Colony"
item "Psi:Frigate:Heavy"
item "Psi:Frigate:Heavy"
item "Psi:Frigate:Heavy"
group
condition
type "PlanetOwnerIsRace"
param "Phase"
owner "PlanetOwner"
colonizeChance 0.000000
items 4
item "Phase:Frigate:Colony"
item "Phase:Frigate:Heavy"
item "Phase:Frigate:Heavy"
item "Phase:Frigate:Heavy"
template
templateName "Labs"
subTemplates 0
groups 3
group
condition
type "PlanetOwnerIsRace"
param "Tech"
owner "PlanetOwner"
colonizeChance 0.000000
items 5
item "Tech:Module:NonCombatLab"
item "Tech:Module:NonCombatLab"
item "Tech:Module:NonCombatLab"
item "Tech:Module:NonCombatLab"
item "Tech:Module:NonCombatLab"
group
condition
type "PlanetOwnerIsRace"
param "Psi"
owner "PlanetOwner"
colonizeChance 0.000000
items 5
item "Psi:Module:NonCombatLab"
item "Psi:Module:NonCombatLab"
item "Psi:Module:NonCombatLab"
item "Psi:Module:NonCombatLab"
item "Psi:Module:NonCombatLab"
group
condition
type "PlanetOwnerIsRace"
param "Phase"
owner "PlanetOwner"
colonizeChance 0.000000
items 5
item "Phase:Module:NonCombatLab"
item "Phase:Module:NonCombatLab"
item "Phase:Module:NonCombatLab"
item "Phase:Module:NonCombatLab"
item "Phase:Module:NonCombatLab"
**These 2 Templates state what spawns where and for whom. If TEC, TEC stuff spawns. If PSI, then Advent. If PHASE, then Vasari stuff.
item "x" references things in your GalaxyScenarioDef.galaxyScenarioDef file found in the /GameInfo folder
Now we get into the heavy duty modifications...
Making/Adding Scenario Templates.
This is most often empty as most maps simply don't have them. IF YOU MODIFY THE MAP, MODIFY A COPY/RENAMED MAP SO YOU DON'T RUIN YOUR ABILITY TO PLAY ONLINE AS OTHERS MUST HAVE THE SAME MAP YOU DO!!!
What you can currently under Vanilla place at planets:
item "Phase:Module:MetalExtractor"
item "Phase:Module:FrigateFactory"
item "Phase:Module:CombatLab"
item "Phase:Module:TradePort"
item "Phase:Module:CultureCenter"
item "Phase:Module:CrystalExtractor"
item "Phase:Module:CapitalShipFactory"
item "Phase:Module:NonCombatLab"
item "Phase:Module:Refinery"
item "Phase:Module:MissileDefense"
item "Phase:Module:HangarDefense"
item "Phase:Module:RepairPlatform
item "Phase:Module:Cannon"
item "Phase:CapitalShip:BattleShip"
item "Phase:CapitalShip:Carrier"
item "Phase:CapitalShip:Colony"
item "Phase:CapitalShip:Scout"
item "Phase:CapitalShip:Siege"
item "Phase:Frigate:Scout"
item "Phase:Frigate:Light"
item "Phase:Frigate:LongRange"
item "Phase:Frigate:Siege"
item "Phase:Frigate:AntiFighter"
item "Phase:Frigate:Colony"
item "Phase:Frigate:Carrier"
item "Phase:Frigate:Utility0"
item "Phase:Frigate:Utility1"
item "Phase:Frigate:Heavy"
item "Phase:Frigate:Constructor"
item "Psi:Module:MetalExtractor"
item "Psi:Module:FrigateFactory"
item "Psi:Module:CombatLab"
item "Psi:Module:TradePort"
item "Psi:Module:CultureCenter"
item "Psi:Module:CrystalExtractor"
item "Psi:Module:CapitalShipFactory"
item "Psi:Module:NonCombatLab"
item "Psi:Module:BeamDefense"
item "Psi:Module:HangarDefense"
item "Psi:Module:RepairPlatform"
item "Psi:Module:Cannon"
item "Psi:CapitalShip:BattleShip"
item "Psi:CapitalShip:PlanetPsionic"
item "Psi:CapitalShip:Colony"
item "Psi:CapitalShip:Carrier"
item "Psi:CapitalShip:BattlePsionic"
item "Psi:Frigate:Scout"
item "Psi:Frigate:Light"
item "Psi:Frigate:LongRange"
item "Psi:Frigate:Siege"
item "Psi:Frigate:AntiFighter"
item "Psi:Frigate:Colony"
item "Psi:Frigate:Carrier"
item "Psi:Frigate:Utility1"
item "Psi:Frigate:Utility0"
item "Psi:Frigate:Heavy"
item "Psi:Frigate:Constructor"
item "Tech:Module:MetalExtractor"
item "Tech:Module:FrigateFactory"
item "Tech:Module:CombatLab"
item "Tech:Module:TradePort"
item "Tech:Module:CultureCenter"
item "Tech:Module:CrystalExtractor"
item "Tech:Module:CapitalShipFactory"
item "Tech:Module:NonCombatLab"
item "Tech:Module:Refinery"
item "Tech:Module:GaussDefense"
item "Tech:Module:HangarDefense"
item "Tech:Module:Cannon"
item "Tech:CapitalShip:BattleShip"
item "Tech:CapitalShip:Carrier"
item "Tech:CapitalShip:Colony"
item "Tech:CapitalShip:Support"
item "Tech:CapitalShip:Siege"
item "Tech:Frigate:Scout"
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:Siege"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Colony"
item "Tech:Frigate:Carrier"
item "Tech:Frigate:Utility1"
item "Tech:Frigate:Utility0"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Constructor"
Stuff Stardock and Ironclad did not want you to be able to add to your maps or forgot to include:
item "Phase:Module:JumpBlocker"
item "Phase:Module:NanoWeaponJammer"
item "Phase:Module:PhaseGate"
item "Psi:Module:JumpBlocker"
item "Psi:Module:AntiMatterRecharger"
item "Tech:Module:JumpBlocker"
item "Tech:Module:ShieldGenerator"
The other 5 artifacts
(You can add these by inserting the item "x" above -test it though, but should work)
The ability to easily add ARTIFACTWORMHOLETRAVEL would have been nice, but then you MUST be sure to:
**If on Homeworld, set artifact research to 0 so the artifact can be discovered properly. Currently your homeworld is fully explored (10) by default and you -the mapper- must override it -thanks Star/Clad.
**On non-Homeworld you don't need to set artifact research (exploration) because it's 0.
It's also easier to add the artifact wormhole travel as seen in Ancient Gifts -I had to modify the map so HomePlanet exploration is 0 instead of 10 -then it works properly. So you can copy/paste this to the very end of any map, then add it to the planet(s) you choose... read below for instructions on how to make this work properly!
template
templateName "StartingWormholeArtifact"
subTemplates 0
groups 1
group
condition
type "Always"
param ""
owner "NoOwner"
colonizeChance 0.000000
items 1
item "Artifact:WormholeTravel"
=========================
Modify the template "Labs" from Voruk's Labyrinth to read:
templates 1
template
templateName "MODDED_HOME"
subTemplates 0
groups 3
group
condition
type "PlanetOwnerIsRace"
param "Tech"
owner "PlanetOwner"
colonizeChance 1.000000
items 22
item "Tech:Frigate:Constructor"
item "Tech:Frigate:Constructor"
item "Tech:Module:FrigateFactory"
item "Tech:Module:CombatLab"
item "Tech:Module:NonCombatLab"
item "Tech:Module:NonCombatLab"
item "Tech:Module:CapitalShipFactory"
item "Tech:CapitalShip:BattleShip"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:Siege"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Colony"
item "Tech:Frigate:Carrier"
item "Tech:Frigate:Carrier"
item "Tech:Frigate:Carrier"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
group
condition
type "PlanetOwnerIsRace"
param "Psi"
owner "PlanetOwner"
colonizeChance 1.000000
items 22
item "Psi:Frigate:Constructor"
item "Psi:Frigate:Constructor"
item "Psi:Module:FrigateFactory"
item "Psi:Module:CombatLab"
item "Psi:Module:NonCombatLab"
item "Psi:Module:NonCombatLab"
item "Psi:Module:CapitalShipFactory"
item "Psi:CapitalShip:BattleShip"
item "Psi:Frigate:Light"
item "Psi:Frigate:Light"
item "Psi:Frigate:Light"
item "Psi:Frigate:LongRange"
item "Psi:Frigate:LongRange"
item "Psi:Frigate:Siege"
item "Psi:Frigate:AntiFighter"
item "Psi:Frigate:Colony"
item "Psi:Frigate:Carrier"
item "Psi:Frigate:Carrier"
item "Psi:Frigate:Carrier"
item "Psi:Frigate:Heavy"
item "Psi:Frigate:Heavy"
item "Psi:Frigate:Heavy"
group
condition
type "PlanetOwnerIsRace"
param "Phase"
owner "PlanetOwner"
colonizeChance 1.000000
items 22
item "Phase:Frigate:Constructor"
item "Phase:Frigate:Constructor"
item "Phase:Module:FrigateFactory"
item "Phase:Module:CombatLab"
item "Phase:Module:NonCombatLab"
item "Phase:Module:NonCombatLab"
item "Phase:Module:CapitalShipFactory"
item "Phase:CapitalShip:BattleShip"
item "Phase:Frigate:Light"
item "Phase:Frigate:Light"
item "Phase:Frigate:Light"
item "Phase:Frigate:LongRange"
item "Phase:Frigate:LongRange"
item "Phase:Frigate:Siege"
item "Phase:Frigate:AntiFighter"
item "Phase:Frigate:Colony"
item "Phase:Frigate:Carrier"
item "Phase:Frigate:Carrier"
item "Phase:Frigate:Carrier"
item "Phase:Frigate:Heavy"
item "Phase:Frigate:Heavy"
item "Phase:Frigate:Heavy"
**In your map, in notepad, Add this to the very end. If this is the only template, leave "template 1" as is, if you add other "ScenarioTemplates" you will need to change the # appropriately to the # of templates you include.
**If you add 5 templates, then:
template 5
**If you add 3 templates, then:
template 3
**Save Map Now, but not in Txt format. Just save it as the galaxy file.
**To add them into your map...
Either find your homeplanets via notepad and where the subtemplate is, change the # to match the number of templates you are adding to that particular world. In this case, you are adding 1 and the template is "MODDEDHOME" and must be spelled exact and case sensitively.
OR- Go into GalaxyForge, 2x click the planet, then add the Scenario Template to the planet.
Remember in the case of the wormhole artifact, you must do the following for it to work reliably all the time. Despite Star/Clad's claim to have fixed this issue, it's not because I reproduced it repeatedly under 1.05.
1) add the scenario template to the HomePlanet
2) click somewhere on the map without clicking a planet(oid)
3) go to the panel and find the homeplanet default levels
4) change the exploration of the homeplanet to 0
WHEN MAKING THESE SCENARIO TEMPLATES YOU MUST COUNT THE NUMBER OF TEMPLATES AND ITEMS PROPERLY OR IT WILL CRASH THE GAME!!!!
Here, you can check this modified "Systems of War" map: SYSTEMS OF WAR ULTRA where you can see the modifications via notepad/GalaxyForge. UNZIP to your main SINS/GALAXY folder where your maps are located and play it.
YOU MUST FOLLOW THE FORMAT FOR THE TEMPLATES AS THEY APPEAR IN THE MODIFIED SYSTEMS OF WAR ULTRA MAP! USE THE TAB KEY INSTEAD OF SPACEBAR TO GET THE ALIGNMENT RIGHT! the forums is really bad about reducing tabulations to nothing at all so don't copy/paste from here to a map or you'll have problems.
ALWAYS MAKE A COPY OF THE MAP YOU WISH TO MODIFY and RENAME IT!!! Otherwise you risk totally screwing up a map and having Star/Clad laugh at you for not having followed my instructions.
**Enjoy the map, it starts you off with a fleet of ships which'll set you negate and unable to build ships for a while until you do some fleet research, but hell, have fun with it.
Also, you can take the template given in my modification and apply it to any map -even the small ones for instant ass kicking! LET THE MAP TWEAKING BEGIN!!!
-SamazRalan: 7 DEADLY SINS GSDef Designer