Adding races, not editing?

Are there any mods that allow you to play with more than the 3 excisting races?

I've seen a lot of mods that edit the races, but not add any next to the 3 races. I would really like to add some diversity to the game if that's possible. I'm sorry if this has been asked before or whatsoever, but I wasn't able to find any topics concerning this. I realize this might be quite some work, but I figured that it would've been done by now by someone.

I really like this game, especially if you play it in a huge universe, but seeing the exact same ships in every system is a bit .. boring! :P

 

Thank you for your time and I apologize once more if this has been asked before.

2,676 views 9 replies
Reply #1 Top

Quite some work? nah I have only been working a mounth on my race and is currently only 318 entity files and barely halfways. Well I don't know mutch about which mods have exactly what, but 7 deadly sins is probably the mod with the most races (you will need the Alpha for latest working version, which you get through being a playtester).

Reply #2 Top

Well, having some close ties with some modders in other games, I know how much work modding can be, so I do feel for you in a way! hehe :P But in the end, as soon as a satisfactory result comes in sight, you feel it would've been all worth it .. Hopefully :P

I probably should've mentioned that I play with Diplomacy and would like a compatible mod for that as I see 7 deadly sins doesn't support the latest versions (which I of course have! :/).

Thank you for your reply however!

Reply #3 Top

Most of the mods that add new races are the total conversion mods. Star Wars, Star Trek, Battlestar Galactica, Battlefleet Goth etc., though they are in various states of completion. I'm not sure if any of them are updated to diplomacy yet or not.

Reply #4 Top

I'm trying to mod, how do you add a race to the game?

Reply #5 Top

Quoting SeconHanJay, reply 4
I'm trying to mod, how do you add a race to the game?
End of SeconHanJay's quote

Oh, good luck with that. The race's "info" is found in the Player(racename).entity

The best would be to copy a excisting file, the PlayerTech.entity is recommended. The only part that you will need to edit in order for it to work is the selectablePriorty which needs to be 3+ if you only have the other 3 races. The rest is simply info and not requirements.

Note that each page needs to contain some entitys even if it isn't necesarry in order to avoid a weird error were your game minidumbs after hovering the curser over a research icon in the research window (I still fail to see the logic in this).

 

Reply #6 Top

Ok, so working with this, if I take the Pirate.entity file, adjust the selectable Priority to 3, and change it to be playable, I should be able to select it in the new game window, right?

Reply #7 Top

Almost forgot, you will also have to edit the GlaxyScenarioDef.GlaxyScenarioDef for the spawning info of your race.

The pirates are already added to the playertype, but it will be good to know when adding new ones.

This is how that part looks with my own race.

playerTypeCount 5
playerType
 designName "Tech"
 entityDefName "PlayerTech"
playerType
 designName "Psi"
 entityDefName "PlayerPsi"
playerType
 designName "Phase"
 entityDefName "PlayerPhase"
playerType
 designName "Pirate"
 entityDefName "PlayerPirate"
playerType
 designName "Titan"
 entityDefName "PlayerTitan"

and then you have to add the race to the startng template:

planetItemsTemplate
 templateName "Template:DefaultHomePlanetSetup"
 subTemplates 0
 groups 8
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Tech"
   owner "PlanetOwner"
   colonizeChance 1
   items 3
    item "Tech:Module:FrigateFactory"
    item "Tech:Frigate:Constructor"
    item "Tech:Frigate:Constructor"
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Titan"
   owner "PlanetOwner"
   colonizeChance 1
   items 2
    item "Titan:Frigate:StarBaseConstructor"
    item "Tech:Module:CombatLab"
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Psi"
   owner "PlanetOwner"
   colonizeChance 1
   items 3  
    item "Psi:Module:FrigateFactory"
    item "Psi:Frigate:Constructor"
    item "Psi:Frigate:Constructor"
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Phase"
   owner "PlanetOwner"
   colonizeChance 1
   items 3
    item "Phase:Module:FrigateFactory"
    item "Phase:Frigate:Constructor"
    item "Phase:Frigate:Constructor"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Tech"
   owner "PlanetOwner"
   colonizeChance 1
   items 9
    item "Tech:Module:FrigateFactory"
    item "Tech:Module:CapitalShipFactory"
    item "Tech:Module:MetalExtractor"
    item "Tech:Module:MetalExtractor"
    item "Tech:Module:CrystalExtractor"
    item "Tech:Frigate:Constructor"
    item "Tech:Frigate:Constructor"
    item "Tech:Frigate:Scout"
    item "Tech:Frigate:Scout"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Titan"
   owner "PlanetOwner"
   colonizeChance 1
   items 2
    item "Titan:Frigate:StarBaseConstructor"
    item "Tech:Module:CombatLab"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Psi"
   owner "PlanetOwner"
   colonizeChance 1
   items 9
    item "Psi:Module:FrigateFactory"
    item "Psi:Module:CapitalShipFactory"
    item "Psi:Module:MetalExtractor"
    item "Psi:Module:MetalExtractor"
    item "Psi:Module:CrystalExtractor"
    item "Psi:Frigate:Constructor"
    item "Psi:Frigate:Constructor"
    item "Psi:Frigate:Scout"
    item "Psi:Frigate:Scout"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Phase"
   owner "PlanetOwner"
   colonizeChance 1
   items 9
    item "Phase:Module:FrigateFactory"
    item "Phase:Module:CapitalShipFactory"
    item "Phase:Module:MetalExtractor"
    item "Phase:Module:MetalExtractor"
    item "Phase:Module:CrystalExtractor"
    item "Phase:Frigate:Constructor"
    item "Phase:Frigate:Constructor"
    item "Phase:Frigate:Scout"
    item "Phase:Frigate:Scout"

Reply #8 Top

Say I didn't want the Advent in my mod. What could I do to do that? Would I have to add playerpsi.entity to my mod, and make it non-selectable?

Reply #9 Top

OMG thats a boat load of words! That seems like its really hard to do...

Reply #10 Top

Quoting SeconHanJay, reply 8
Say I didn't want the Advent in my mod. What could I do to do that? Would I have to add playerpsi.entity to my mod, and make it non-selectable?
End of SeconHanJay's quote

You can do that, or you can remove it from the entity.manifest that way the game will basicly ignore the file in the install folder.  

Notice that I haven't tried this myself so I might be wrong.

 

Quoting DessanT, reply 9
OMG thats a boat load of words! That seems like its really hard to do...
End of DessanT's quote

Well personally I would remmond that you start of with a balance mod in order to get to know the different files and, more or less, how they work. When you think that you know the system well enough you can try and add some of the simple entities such as frigates, or a capitalships, maybe some altered abilties. After this you can try and make some of your own abilities, planets or what you want to.

Ofcourse you could also just go head on with your own advanced abilities and such, but that would be like running into a stonewall, the wall is still standing there and you didn't really learn mutch from it except that it hurted :).