help needed - Textfilearchive false

So instead of opening (yet another) new thread I thought I would reuse my old question thread. The new questions are at the buttom and I have entrenchment 1.041:

1. Make antimodule frigates able to also be attack capitalships and without attacking other frigates if possible. ANSWERED

what I have done so far is add  object "CapitalShip" and changed the numObjects to 3 in the target filter in the AbilityAntiModuleTorpedoes file and changed canOnlyTargetStructures to FALSE in the frigate file. What else do I need to do?

2. I want to increase the number of neutral ships at uncolonized planets and in pirate raids and basses. ANSWERED

Well I have tried to alter the numbers in the gameplay file, but with no result or so low that I didn't notice.

3. What files do I need to edit if I want to add a new Capital ship, ?

After looking on some other mods I see that no side have more than 5 capitalships. Is it not possible to add more per faction?

ANSWERED

4. What files do I need to edit if I want to add a new strikecraft and squadron?

Haven't tried yet, but should be answered.

5. Is it possible to give capital ships an upgrade menu just like starbases and if, how?

6. Okay, I have used half the day on trying to make a traveleffect which looks like a beam, just doesn't reach the target instantly, and I won't use it for a beam weapon so that is out of question. As I am asking about it here now you can guess how succesfull I have been with it.

7. Ok this isn't that mutch of a question, but does anyone know of some models that would fit to a (3 to be more specific) supper capital ship. -NOTE MIGHT HAVE FOUNDED SOME MODELS, NEED ANSWER FROM CREATOR FIRST- (k got the models no need for this one anymore).

8. While debugging some of my new abillities (from error messeages on startup) I ran into one that I have a hard time identifieng:

Assert @ c:\gs\entrenchment\CodeSource\Engine/Archive/TextFileArchive.cpp(136)

false

Another one that I met is:

Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Interfaces/IAbility.cpp(274)

NeedsSingleTarget()

Anyone else met them before or know what they are?

EDIT:Hmm after 6 hours of debugging, I found that these doesn't cause a crash on the startup, I have yet to test it ingame though. 

8,367 views 25 replies
Reply #1 Top

good questions. i think there is a target filter in the Antimodules frigate file, which is the one you need to change. not sure about the second question. id like an answer to that too.

Reply #2 Top

The only target filters in the frigate files are the TRUE/FALSE ones and I have turned attack only structers to FALSE.

The filter might be in the attack type, though it might also only be a modifier (found in the gameplay file) vs different type of targets.

Reply #3 Top

now that i look at it, yes. its probably the AttackType you need to change

 

Reply #4 Top

For question number 2, you need to modify the GalaxySenarioDef file in the gameinfo folder. It is under a section called planetItemtype and you'll see all of those things refer to templates that you can edit to make them more powerful.

Reply #5 Top

Ahh that explains why I couldn't find it as I was only searching in the entrenchment folder, thx a bunch. Now if only someone could help with the other question.

This is kind of oftopic,  in my own thread even xD, but I am having some issues with the dev.exe. When I run it, it opens a secound window with grey background and tells me that a file is missing. I can select skip or skip all. which ever I press I keep getting a new error with a new file name. Anyone who can help?

EDIT: btw were do I find the pirate raids or what name does it have?

Reply #6 Top

Oops I misread your post a little bit. For the pirate base and planet militia's you mod the GalaxySenarioDef file. For the pirate raids you mod the Gameplay.Constants file. The Pirate section starts at the line pirateRaidDef.

Reply #7 Top

Hmm, ok in what way do the numbers affect the raid? for example if I want it to be twice as big?

Reply #8 Top

As you can probably see the raids are randomly generated, so you will probably have to play with the numbers a bit. I think it is the lines that say raidStrengthThreshold that determine the overall strength of the raid, while the pirate raid composition sections determine what ships spawn and how many ships appear realitive to each other (the more weight it has, the more likely large numbers of that ship will appear. So you should have about twice as many ships with a wieght of 4 than one with a wieght of 2. But the raidStrengthThreshold determines just how many ships will appear.).

Reply #9 Top

I've done some tweaking and it seems as the raid size is a compination of the strength, supply and max ship count. I think supply refers to logistics aka the avaible logistics to create the raid. So if I decrease the logistics costs of the ships or increase the maximum supply and changes the maximum ship number, the raid will consist of more ships. I think the weight changes the priotation of the ship maybe in comparison to logistics.

For example if you have a maximum of 400 supply and a composition of 2 frigates with one with 5 weight and one with 20 weight. The first will use 20 % of the supply aka 80 logistics and the other will use 80 % so 320 logistics. Changing the weights to 10 and 40, won't change the proportions so the raid will be unchanged by that.

So to increase the raid number I will have to change the maximum supply and max shipcount. The strength and treshold seem to be for deciding which composition that will attack.

Something strange I have encountered is that my computer crash when the raid is spawned when I had set it to the amount I wanted it to consist of (was 10 times more ships). This meight be because of my own computer since its GPU is only made to run windows and not games (my laptop is being repaired and this is a replacement I got untill it is repaired). The reason I think so is that I got a "sins of... entrenchment has storped working etc." and a "speak bubble" saying that my screen driver had stoped working. In owrse case I just have to find the amount it can handle and then buff the units accordingly (though that would go somewhat against the goal of the mod so I don't hope so).

Hope this info also will help other people and that someone has a answer for my other question :grin:

Reply #10 Top

gruntmaster there is a crash causeing limit currently in sins for the pirate supply of 300, do not exceed 300 pirate supply or it crashes, I have heard that this might change in a future patch.

this problem has been in existence since 1.00, the other way to increase the number of pirate ships is to decrease the supply each pirate ship needs

harpo

 

Reply #11 Top

thx for the reply. I tried to do that, though with the same result. Currently I can run the game with 880 supply, crashed once when I accidently pressed the hot key for my army at the same time the raid was spawned. The crash was a little different as it gave me a mini dump were the too high supply tells me that entrenchment has stopped working without a mini dump. I hope, that  I can push it a little further, though I doubt that will be possible.

Reply #12 Top

To get the Anti-module ships to target things other than modules you need to change their roletype, but aside from the fact there is no way to limit a normal weapon to only being able to attack capital ships, changing the roletype would alter how the AI uses them, pretty significantly.

As to the dev.exe "issues", that grey box is a large part of what the dev.exe does for you, if it tells you you are missing a file, your missing a file. whether it's an important file doesn't make much odds, but if you can hold down enter on the message box till they go away and the game works normally, then its probably nothing critical. The main point here is the dev.exe will show you each and every error but not all of them are going to actually effect the game in a noticeable way.  

Reply #13 Top

hmm Seems like that is not going to be a part of the mod then, but thx for helping with it.

The last error message I get before the game crashes without the mod beind enabled is this one:

Failed to Read File '.\Entrenchment\GameInfo\CAPITALSHIP_PHASEBATTLESHIP.entity'. desired read bytes = 1, actual read bytes = 0.

Not sure if it helps solving the problem, but would be cool if it did :D

Oh and a last question. If I make it so that you have twice as mutch in logistics do I need to do some altering to the AI?

Reply #14 Top

That means you deleted or renamed that file. So fix it via Impulse or do it manually.

Reply #15 Top

Sounds odd, the file name in the entrenchment folder fits the one in the error messeage and the unit should not work ingame if the filename was wrong.

That aside I have added 2 new questions to the first post.

Reply #16 Top

two more questions added.

Reply #17 Top

from what I have seen question 3 & 4 add the entity's edit the player*.enitity AND the entity.manifest & if adding meshes then the mesh.manifest.

I have written a little utility to create manifests for mods here

Reply #18 Top

... Can you even remember how many utilities you have made xD?

Well they are a great help for modders, or atleast me, so don't stop doing it :D. Hmm I can't seem to find a mesh.manifest, what folder should it be in?

Reply #19 Top

sorry I was thinking of the various potential manifests that my manifest maker could be adapted to create if ironclad decide that they need it in the game.

I have written 7 utilities for sins, with 6 released so far and two updates waiting upon permission to re-distribute the older convertdata's, with the un-released one being my string utility, but I am still having some issues with it.

over the past 30 years I would have written over 80 utilities for pc's and the old crash-80 model 1/iii/4/100/200's covering most areas including disk space mapping, an autorunning disc menu creation system on the old crash80's, file copiers, menu's for my defence cd's &dvd's, empty folder remover, junk file remover, midi file renamer to the name of the song stored in the song, and a map updater for supreme commander for the map file update to build 3251 format.

harpo

 

Reply #20 Top

...

don't you know when someone tells a joke xD

Thx any way. Hope I won't get anymore trouble with this part.

Reply #21 Top

the best way of telling a joke IS to be a straight man for the joke, and  not see the joke coming, but I do ignore jokes in questions as I assume ALL questions are serious

harpo

 

Reply #22 Top

Hmm, I'll be more straight next time then.

Updated question 3.

btw. I solved the dev problem by using the one in DANMANs modpack, so thx to him.

Reply #23 Top

the limits that I know of for number of ships is 9 caps,9 cruisers,9 frigates + builder,trader & refinery autospawn frigates, and the extra ships NEED to be entered into the playerRACE.playerdef + have the entity files all in the gameinfo.

I have helped with debugging a mod that had 6 caps.

harpo

 

Reply #24 Top

For some reason it gives me a minidumb after I tried to add a capital ship, this is the error that dev.exe gave me:

Assert @ c:\gs\entrenchment\CodeSource\GS/Player/PlayerEntities.cpp(80)

ref->GetICapitalShipPtr() != NULL

Anyone who have an idea what this means?

EDIT: okay, this error was my own fault And I have fixed it now. Finally the sixth have been summoned. Now if I just had those models.

Reply #25 Top

well, instead of making another new thread I thought  would ressurect my old ones instead.