How to remove ship limit ?

First of all , I sorry for my bad English ! :D

O.K. Go to my question :

How to remove ship count limit in Sins of a Solar empire , and how to increase the number of buildings arround the planet ?

I am new on modding , so i ask for help about this feature . Which files , and how , i should edit. Thanks for spending time for me !

4,685 views 16 replies
Reply #1 Top

Ok if you want to ship limit is to make the ship limit to an insane number

and to increase the number of building you have to increase the number on each of the planet types

First donwload the forge tools, but they are out of date, but use them as a template.

If you are using xp go to

C:\Documents and Settings\username\Application Data\Ironclad Games\Sins of a Solar Empire\

There you will see folders marked mod-(version) go in there, and create a folder called Limit and planet or whatever, then open the folder and create a folder called gameinfo

go into the forge tools open the reference files, copy the files called researchsubject_maxshipslots(race)(number).entity and then paste into in to the mod gameinfo folder and search for planet copy all of the files that are marked planet(type).entity copy them and paste them back into the mod folder as well.

Ok lets do the maxshipsslots(race)(number) first, open with notepad, and change

researchModifier
    modifierType "ShipMaxSlots"
    baseValue 0.000000
    perLevelValue 320.000000 or whatever number you want

change perLevelValue to whatever number you wish and go thru each file and change as you please

 

Now for the logical and tatical, open planet(type), with notepad,

and change for each file

stage
            price
                credits 450.000000
                metal 150.000000
                crystal 75.000000
            upgradeTime 45.000000
            maxModuleSlotCount:Civilian 18.000000 change here to whatever number you want
            maxModuleConstructorCount 1 change here to whatever number you want

same for tatical

        stage
            price
                credits 0.000000
                metal 0.000000
                crystal 0.000000
            upgradeTime 0.000000
            maxModuleSlotCount:Tactical 5.000000 change here to whatever number you want
            maxModuleConstructorCount 1 change here to whatever number you want

Reply #2 Top

Please excuse my lack of knowledge , but i have no other way to get information about this. So : where i can find this Forge tools ?

Reply #3 Top

no no, easier way, just make all ships have 0 slot counts, found here:

basePrice
    credits 1010.00
    metal 160.00
    crystal 140.00
slotCount 14.00
BuildTime 63.00
hasLevels FALSE
ExperiencePointsForDestroying 80.00
MaxHullPoints 1460.00
MaxShieldPoints 780.00
HullPointRestoreRate 1.50
ShieldPointRestoreRate 1.00
BaseArmorPoints 3.00
maxMitigation 0.60

 

as for structures change this to 0 in the panet module entities:

planetUpgradeSlotType "Civilian"
planetUpgradeSlotCount 4.000000
basePrice
    credits 1000.000000
    metal 200.000000
    crystal 200.000000

 

Karma much appreciated

Reply #4 Top

I find and download the Forge tools , but when i start the GalaxyForge.exe , on my screen appear error message with "Don't snend" button . Why don't work ?

Reply #5 Top

because forge tools is outdated. you have to converty files yourself using the ConvertData.exe found in the sins install directory. there is several graphical user interface's on the forums that makes this a LOT easier.

Reply #6 Top

for galaxy forge 3 erroring suggests that you only extracted the galaxy forge exe and not the exe

the quickest answers are

1 download the galaxyforge3.rar & either winrar or 7zip

2 install winrar or 7zip

3 install dotnet 3.5 from microsoft

4 extract all the files & folders from the galaxyforge3.rar to a folder on the desktop

5 open the folder you extracted the galaxy forge to

6. send a shortcut of the galaxyforge.exe to the desktop

7 start galaxy forge from the shortcut

assuming you have sins 1.16/entrenchment 1.02,  the galaxy forge maps NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

also the galaxy forge maps only show up in the galaxy forge tab of map types

for sins 1.15 the correct folder is the program files galaxy (but on windows 7 & vista windows does NOT allow a program to create files here).

for earlier sins versions then galaxyforge3 will NOT create maps for them.

and if a map you want to play was released before 25th feb 2009 then you will also neet the sins map updater from here
http://files.filefront.com/sins+map+updater+v200rar/;13585432;/fileinfo.html

harpo

Reply #7 Top

cant someone just  make a mod that does not limit the number of capital ships / freight ships / or squadrons for a player?

Reply #8 Top

the biggest problem is RAM as each star,planet, planet module,debry,ship,fighter and shot/shell has to be help in memory while alive , which would be the most likly reason for the limits as ironclad games wanted sins to play on most computers if not all. there have been mods that increase the fleetpoint limits and cap counts, but running these mods do tend to cause the dreaded slowdowns and slideshows even on fairly powerfull computers like amd x25200+ 4gbram

harpo

 

Reply #9 Top

actually, harpo99999, i have 8gb RAM and my computer slows well before the RAM tops from the CPU topping out.

and i have a 3ghz core2duo

Reply #10 Top

eviliron, actually the problem is the 32bit address space for the program which limits each 32bit porgram to 2gb data space, and like you I have 8gb on a 64bit os on a q6600 oc'd to 2.8ghz. when I use a huge shipcount mod with excess strikecraft it becomes a slideshow for me also, but when low strikecraft and smaller fleets it is still very playable.

if ironclad were convinced to convert it to 64bit then the problem would disapear till the cpu topped out, but I suspect that it is extremely unlikly that they will goto 64bit, but I WANT to be wrong on this.

harpo

 

Reply #11 Top

dammit i did not know that. that is why, in my mod, i totally remade the strike craft and ships. to better balance it for the "lags" i was experiencing. and i built this computer better than my last one, for xmas, because i thought it would run SoaSE better. /sigh

Reply #12 Top

Lol turn all effects off

Reply #13 Top

mooster, for your info I had turned all effects off and all details to low, and STILL had a slideshow

harpo

 

Reply #14 Top

mooster, for your info I had turned all effects off and all details to low, and STILL had a slideshow

harpo
End of quote

 

yeah i have details on med (or ship w/e) and some effects off, if i play a large map with 7 AI, even with my mod and the lower number of strike craft and fleet cap, i get a slow down late game. sucks too, because i love this game and built a rig to play it well, then... oh hey... your 8  gb RAM does NOTHING!

Reply #15 Top

An even easier way to do it is just up the slots in gameplay.constants for the "large" fleet sizes. One line affects everything.

Reply #16 Top

An even easier way to do it is just up the slots in gameplay.constants for the "large" fleet sizes. One line affects everything.
End of quote

 

that would still put a limit. he said he wanted no limit. so i told him to make all ships have 0 fleet points, thus no limit