Just a little help with merging two mods

HELP!

I have just downloaded the newest (I think!) version of the distant stars mod but have been playing with the (wonderful) alliance hidden agenda mod which adds a new capital ship to each race. I was wondering how i would go about adding these three ships to my personal copy of the DS mod.

 

Thanking you in advance.

20,322 views 33 replies
Reply #1 Top

you have to copy the changed and new entity files from Alliance Hidden Agenda into the Distant Stars Game Info folder

copy mesh files

now time for the fun part

find any and all new entries in the entity.manifest file from Alliance Hidden Agenda, place into the Distant Stars Entity.manifest file, up date count

this last part is the most frustrating and time consuming, make sure you keep an unmodified copy of each manifest file

Reply #2 Top

oh that sounds fun! might leave that for the morning.

 

Thanks very much. Great mod by the way love your pirates ryat

 

edit: what do you mean update count?

Reply #3 Top

If all is done right, will the new capital ships benefit from the extended research from distant stars?

 

I'm not so good in moving files around, and have messed up my game while attempting it. 

some more specific instructions would be of great use.

 

Reply #4 Top

@4rearo - Thanks, I plan on doing more with them next update

entityNameCount 2143

that count, make sure you add +1 for each entity name that is put in the entity.manifest file or it will minidump

@501General - yes they should benefit as their weapons are the same

as for more specific I will try, technical manual writer I am not :P
anyway each entity that is put into the gamesinfo folder must be listed in the entity.manifest file

ex. Example.entity file is put into the gamesinfo folder, then you open up the entity.manifest file and type in-

entityName "Example.entity"

then update the entityNameCount as indicated above

note that the exact name of the entity file must be inside the quotes and if you get a mini-dump check spelling first (I have made that mistake many times)

I hope that helps and I will try to answer any questions later on

Reply #5 Top

or use harpoes manifest maker tool, 5 clicks and the manifest is done, sounds more fun to me, but we all have our plessures ofcourse :).

Reply #6 Top

good point, maybe I should give it a try

Reply #7 Top

One thing that will also need to be done, and is also going to take some work tracking down, if you want the info cards for the ships and abilities to work is to add all the String entries that are added to from Alliance, Hidden Agenda's to the Distant Stars String file and adjust the string count accordingly.

Harpo may well have an application for this also, Idk.

You may also wish to adjust the price and resource cost of the Ships also.

Edit: here is the String file entries that can just be copied and pasted into DS String file. 30 in total so just increase the DS's String file count by 30.

StringInfo
    ID "IDS_RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING_NAME"
    Value "Core Species Undertaking"
StringInfo
    ID "IDS_RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING_DESCRIPTION"
    Value "Seeing the fighting between Vasari factions so detrimental to the Vasari species as whole, an undercover group is formed to develop Vasari might to where it once was. A new prototype capital is developed."
StringInfo
    ID "IDS_RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT_NAME"
    Value "Like Minded Development"
StringInfo
    ID "IDS_RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT_DESCRIPTION"
    Value "Factional heads gather in secret to pool thier knowledge, for the greater good of the Anima. A new prototype capital is developed."
StringInfo
    ID "IDS_RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS_NAME"
    Value "Co-Species Relations"
StringInfo
    ID "IDS_RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS_DESCRIPTION"
    Value "Secretive factional government organisation is formed to increase weapon and defence reasearch, without the knowledge of the wider faction population. A new prototype capital is developed."
StringInfo
    ID "IDS_RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM_NAME"
    Value "Distructor Beam"
StringInfo
    ID "IDS_RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM_DESCRIPTION"
    Value "Grants the Distructor Beam ability to Talak Distructor, allowing them to fire a beam like the planet bombing beam. Acts like an extra set of weapons."
StringInfo
    ID "IDS_CAPITALSHIP_TECHCOMMAND_NAME"
    Value "Kosovza"
StringInfo
    ID "IDS_CAPITALSHIP_TECHCOMMAND_DESCRIPTION"
    Value "A strong warship specialized in providing strike craft support & direct combat abilities. Is the product of secret research from co-species interfactional relations"
StringInfo
        ID "IDS_CAPITALSHIP_PSIALLIANCE_NAME"
    Value "Tulis Alliance Carrier"
StringInfo
    ID "IDS_CAPITALSHIP_PSIALLIANCE_DESCRIPTION"
    Value "Able to support vast numbers of drone strike craft, this powerful warship with extra durability and fire power as a result from pooled alliance research."
StringInfo
    ID "IDS_CAPITALSHIP_PHASEALLIANCE_NAME"
    Value "Talak Destructor"
StringInfo
    ID "IDS_CAPITALSHIP_PHASEALLIANCE_DESCRIPTION"
    Value "A capital with the best that combined Vasari faction's engineers and scientist are able to deliver. A carrier with battleship arsenel and anti module capabilities"
StringInfo
    ID "IDS_ABILITY_DEPLOYATTACKTURRET_NAME"
    Value "Deploy Antimodule Turret"
StringInfo
    ID "IDS_ABILITY_DEPLOYATTACKTURRET_DESCRIPTION"
    Value "An anti module battery is deployed"
StringInfo
    ID "IDS_ABILITY_DEPLOYFLAKTURRET_NAME"
    Value "Flak Spread"
StringInfo
    ID "IDS_ABILITY_DEPLOYFLAKTURRET_DESCRIPTION"
    Value "Launches turrets with fragmentation ordnance that is launched and detonated nearby, dealing physical damage to all enemy strike craft within a short range. Also has an EMP ordinance to slow up enemy advances"
StringInfo
    ID "IDS_ABILITY_DISTRUCTORBEAM_NAME"
    Value "Distructor Beam"
StringInfo
    ID "IDS_ABILITY_DISTRUCTORBEAM_DESCRIPTION"
    Value "A powerful beam based on the planet bombing beam but with far supirior targeting ability due to improved path control"
StringInfo
    ID "IDS_ABILITY_GAUSSARRAY_NAME"
    Value "Gauss Rail Gun Array"
StringInfo
    ID "IDS_ABILITY_GAUSSARRAY_DESCRIPTION"
    Value "Fires a volley of 4 high velocity armor piercing slugs at the target, which deals a high amount of physical damage and cripples its engine systems."
StringInfo
        ID "IDS_ABILITY_PLASMATORPEDOS_NAME"
        Value "Plasma Torpedos"
StringInfo
        ID "IDS_ABILITY_PLASMATORPEDOS_DESCRIPTION"
        Value "Launches a volley of plasma torps that lock onto multiple targets"
StringInfo
    ID "IDS_ABILITY_TELEKINETICPUSHPLUS_NAME"
    Value "Telekinetic Push Plus"
StringInfo
    ID "IDS_ABILITY_TELEKINETICPUSHPLUS_DESCRIPTION"
    Value "Violently throws enemy strike craft & frigates within range away from this ship, dealing physical damage."
StringInfo
    ID "IDS_FRIGATE_TURRETATTACK_NAME"
    Value "AntiModule Battery"
StringInfo
    ID "IDS_FRIGATE_TURRETATTACK_DESCRIPTION"
        Value "A weapon platform with limited manoverability and a antimodule weapon"
StringInfo
    ID "IDS_FRIGATE_TURRETFLAK_NAME"
    Value "AntiFighter Battery"
StringInfo
    ID "IDS_FRIGATE_TURRETFLAK_DESCRIPTION"
        Value "A weapon platform with limited manoverability, an antifighter weapon and an EMP bolt ability"

And here is the entries that need to be added to the DS entity Manifest.

entityName "AbilityDeployAttackTurret.entity"
entityName "AbilityDeployFlakTurret.entity"
entityName "AbilityDistructorBeam.entity"
entityName "AbilityGaussArray.entity"
entityName "AbilityPlasmaTorpedos.entity"
entityName "AbilityTelekineticPushPlus.entity"
entityName "BuffDistructorBeamActivated.entity"
entityName "BuffDistructorBeamCharging.entity"
entityName "BuffDistructorBeamDamage.entity"
entityName "BuffGaussArrayFiring.entity"
entityName "BuffGaussArrayHit.entity"
entityName "BuffPlasmaTorpedosFiring.entity"
entityName "BuffPlasmaTorpedosHit.entity"
entityName "BuffTelekineticPushPlus.entity"
entityName "CAPITALSHIP_PHASEALLIANCE.entity"
entityName "CAPITALSHIP_PSIALLIANCE.entity"
entityName "CAPITALSHIP_TECHCOMMAND.entity"
entityName "FrigateAttackTurret.entity"
entityName "FrigateFlakTurret.entity"
entityName "PlayerPhase.entity"
entityName "PlayerPsi.entity"
entityName "PlayerTech.entity"
entityName "RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM.entity"
entityName "RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING.entity"
entityName "RESEARCHSUBJECT_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_ADVANCED_VOICE_OF_THE_UNITY.entity"
entityName "RESEARCHSUBJECT_IMPROVED_VOICE_OF_THE_UNITY.entity"
entityName "RESEARCHSUBJECT_ADVANCED_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_IMPROVED_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS.entity"
entityName "RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT.entity"
entityName "RESEARCHSUBJECT_VOICE_OF_THE_UNITY.entity"

32 in all

The mods should be in this order Alliance, Hidden Agenda's ontop of DS in your when they are activated.

Please Note; at the request of the DS team you are asked to keep the modified DS & A,HA Combo. for your private use only. Thank you.

Reply #8 Top

Many thanks everyone. Even I should be able to get it up and running with all this advice.

Reply #9 Top

For anyone trying to do this as well I think that the list of entities above is missing one i think it should read:

 

entityName "AbilityDeployAttackTurret.entity"
entityName "AbilityDeployFlakTurret.entity"
entityName "AbilityDistructorBeam.entity"
entityName "AbilityGaussArray.entity"
entityName "AbilityPlasmaTorpedos.entity"
entityName "AbilityTelekineticPushPlus.entity"
entityName "BuffDistructorBeamActivated.entity"
entityName "BuffDistructorBeamActivatedA.entity"
entityName "BuffDistructorBeamCharging.entity"
entityName "BuffDistructorBeamDamage.entity"
entityName "BuffGaussArrayFiring.entity"
entityName "BuffGaussArrayHit.entity"
entityName "BuffPlasmaTorpedosFiring.entity"
entityName "BuffPlasmaTorpedosHit.entity"
entityName "BuffTelekineticPushPlus.entity"
entityName "CAPITALSHIP_PHASEALLIANCE.entity"
entityName "CAPITALSHIP_PSIALLIANCE.entity"
entityName "CAPITALSHIP_TECHCOMMAND.entity"
entityName "FrigateAttackTurret.entity"
entityName "FrigateFlakTurret.entity"
entityName "PlayerPhase.entity"
entityName "PlayerPsi.entity"
entityName "PlayerTech.entity"
entityName "RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM.entity"
entityName "RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING.entity"
entityName "RESEARCHSUBJECT_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_ADVANCED_VOICE_OF_THE_UNITY.entity"
entityName "RESEARCHSUBJECT_IMPROVED_VOICE_OF_THE_UNITY.entity"
entityName "RESEARCHSUBJECT_ADVANCED_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_IMPROVED_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS.entity"
entityName "RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT.entity"
entityName "RESEARCHSUBJECT_VOICE_OF_THE_UNITY.entity"

 

obviously you have to increse the entity count by 33 not 32 now

Reply #10 Top

Wonderful it all works! (Except some button textures but i can live without those) now I just have to ballance the 3 new caps with the changes made to caps in DS

Reply #11 Top

Thank you very much everyone

Reply #12 Top

For anyone trying to do this as well I think that the list of entities above is missing one i think it should read:
End of quote

Oops! sorry about that. I made up those lists at the first version.

Are the DS. planet textures the ones missing? There isn't an easy solution to that. New texture file's & new brush file's will need to be made. 

Reply #13 Top

no as far as i can tell the only things missing are your custom buttons. Eg for the research for the new ships and the buttons to fire their special abilities. They just appear as black boxes. When I hover my mouse over them i still get the info card so they are still quite easy to use. 

Reply #14 Top

Yeah sorry! Dude. I remember now. I could fix this but really what I'd be doing is making another version of DS. that is compatible with my mod, and DS. is not my puppy.

If the DS. team wanted to do it I would be all for it and I would even do it for them if that was the case, but no doubt there are other things to consider. There would have to be different version's for user choice and that would inevitably lead to confusion with Multi player and such. Also I intend to expand A,HA's in the future and have begun work on it.

Reply #15 Top

Yeah I thought that this might cause more trouble than its worth solving. I do think it would be great if future versions of DS contained your ships though. Prehaps you should put it to them.

 

Also very interested in any further ships bieng added through A,HA what ideas do you have are you going to be focusing on capital ships nor are we going to be given some cool crusers and frigates to play with?

Reply #16 Top

Quoting 4rearo, reply 15
Yeah I thought that this might cause more trouble than its worth solving. I do think it would be great if future versions of DS contained your ships though. Prehaps you should put it to them.

End of 4rearo's quote

We have begun discussion of it. Of course we would have to validate with SuperZERO0 here. And it would be nice to have a modeler on the DS team. It's partially why we don't add any new ships overall.

Reply #17 Top

I had another nice idea for an advent cap ship ability. You know how Tec have the dreadnought and it's (if used properly) fleet spanking barrage skill. I was thinking something along those lines but solid, held beams, regular sized with something like surges, large pulses running thought them(see Independence Day's white house destruction for a visual) you could use the sfx for the anti-antimatter  ability for the battleship class(who's name escapes me atm and is irritating myself for forgetting that). It's a rough idea but I think it deserves a look or two ^^, maybe something to add onto that TEC/Advent ship in the works Zero?

 

 

               Tune~      ICO: Notes

Reply #18 Top

Ok, so I've been trying to do this for a few hous; but to no avail, so I'm just going to run this by you to make sure I'm doing everything correctly.

1. I copy all the files from the gameinfo folder from the hidden agenda's mod into hte gameinfo file of the distant stars mod. This adds 24 new files and replaces 9 files, for a grand total of 33.

2. Next I open up the distant stars entity.manifest file and add (and I've tried this both ways,) either the 24 completely new files, or the 33 to the bottom of the entity.manifest.

3. Next, I Go into the mesh folder in the HA mod and place them in the mesh folder in the DS mod.

4. Then I go into the strings folder, click on the file called english, and add the 30 new strings to the end of the file that SuperZERO0 provided.

5.I then start the game and try to activate the HA mod alongside the DS mod by placing it ontop of the DS mod; which only results in a miny dump.

So I guess I want to know if I'm missing any steps. Also, what files should be in the HA mod, all of them, even though I already copied many files, such as the mesh files, into the DS directory? Or should I only leave in a few?

Any clarification will be appreciated.

P.S. At one point in time I was able to play with the new ships but the user avatars were screwed up in-game.

Reply #19 Top

skip step five, you've already modified DS to have HA in it, when you stack HA on top you created issues

Reply #20 Top

ok; on step 2. should I add 24 or 33 new entries to the entity.manifest, even though 9 of the 33 are already in the entity.manifest?

 

Also, is it alright to just add the entries at the bottom of the entity, or do I need to ad them in alphabetically.

 

EDIT: should I do anything with the Window or Texture files?

Reply #21 Top

well SuperZERO0 recommends the 33, as for their placement, no issues, personally I would rather have them on top so I can sort out the different mods

edit: you might want to copy over the texture files as they are needed to make the meshes work

Reply #22 Top

The mod now works, but as before I have to problems that seem to occur both of which I will show in picture

1. Here, every second picture is simply the repeat of the first, while the third is the second.

2. As you can see, the thumbnail for the kosova is missing

 

At first I though the errors; or at elast eh first error, was a result of the Player_Portrait files in the textures folder; but after replacing them with the ones from the DS mod, it still showed up as above honestly, the second problem doesn't bother me as much.

 

Also, thanks for all the help so far

 

Reply #23 Top

1. the player portraits is odd yes

2. you may need to copy over the button things (can't remember the name) from HA to DS

Reply #24 Top

Acctually when I said it works! i was mistaken

I now have (I think a working version). Here are the steps as i remember them.

1. Download the latest version of the DS mod and Alliance mod

2. Copy the entire DS mod folder and rename the copy something like DS.7+Alliance

3.Copy all the files from the mesh folder of alliance to the new DS.7+Alliance mesh folder

4. Add the following (33) entries to the top of your DS.7+Alliance Entity.manifest file:

entityName "AbilityDeployAttackTurret.entity"
entityName "AbilityDeployFlakTurret.entity"
entityName "AbilityDistructorBeam.entity"
entityName "AbilityGaussArray.entity"
entityName "AbilityPlasmaTorpedos.entity"
entityName "AbilityTelekineticPushPlus.entity"
entityName "BuffDistructorBeamActivated.entity"
entityName "BuffDistructorBeamActivatedA.entity"
entityName "BuffDistructorBeamCharging.entity"
entityName "BuffDistructorBeamDamage.entity"
entityName "BuffGaussArrayFiring.entity"
entityName "BuffGaussArrayHit.entity"
entityName "BuffPlasmaTorpedosFiring.entity"
entityName "BuffPlasmaTorpedosHit.entity"
entityName "BuffTelekineticPushPlus.entity"
entityName "CAPITALSHIP_PHASEALLIANCE.entity"
entityName "CAPITALSHIP_PSIALLIANCE.entity"
entityName "CAPITALSHIP_TECHCOMMAND.entity"
entityName "FrigateAttackTurret.entity"
entityName "FrigateFlakTurret.entity"
entityName "PlayerPhase.entity"
entityName "PlayerPsi.entity"
entityName "PlayerTech.entity"
entityName "RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM.entity"
entityName "RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING.entity"
entityName "RESEARCHSUBJECT_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_ADVANCED_VOICE_OF_THE_UNITY.entity"
entityName "RESEARCHSUBJECT_IMPROVED_VOICE_OF_THE_UNITY.entity"
entityName "RESEARCHSUBJECT_ADVANCED_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_IMPROVED_CULTURAL_RELATIONS.entity"
entityName "RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS.entity"
entityName "RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT.entity"
entityName "RESEARCHSUBJECT_VOICE_OF_THE_UNITY.entity"

5. Increase the count of the Entity.manifest file (fount at the top) by 33

6. Copy all the .Entity files in the GameInfo folder in your Alliance folder to the GameInfo Folder of your DS.7+Alliance folder EXCEPT THE FOLLOWING  3 THIS IS IMPORTANT:

PlayerPhase.entiry, PlayerPsi.entity, PlayerTech.entity

6. Add the following entries to the English.Str file in the strings folder of your DS.7+Alliance folder:

StringInfo
    ID "IDS_RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING_NAME"
    Value "Core Species Undertaking"
StringInfo
    ID "IDS_RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING_DESCRIPTION"
    Value "Seeing the fighting between Vasari factions so detrimental to the Vasari species as whole, an undercover group is formed to develop Vasari might to where it once was. A new prototype capital is developed."
StringInfo
    ID "IDS_RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT_NAME"
    Value "Like Minded Development"
StringInfo
    ID "IDS_RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT_DESCRIPTION"
    Value "Factional heads gather in secret to pool thier knowledge, for the greater good of the Anima. A new prototype capital is developed."
StringInfo
    ID "IDS_RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS_NAME"
    Value "Co-Species Relations"
StringInfo
    ID "IDS_RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS_DESCRIPTION"
    Value "Secretive factional government organisation is formed to increase weapon and defence reasearch, without the knowledge of the wider faction population. A new prototype capital is developed."
StringInfo
    ID "IDS_RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM_NAME"
    Value "Distructor Beam"
StringInfo
    ID "IDS_RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM_DESCRIPTION"
    Value "Grants the Distructor Beam ability to Talak Distructor, allowing them to fire a beam like the planet bombing beam. Acts like an extra set of weapons."
StringInfo
    ID "IDS_CAPITALSHIP_TECHCOMMAND_NAME"
    Value "Kosovza"
StringInfo
    ID "IDS_CAPITALSHIP_TECHCOMMAND_DESCRIPTION"
    Value "A strong warship specialized in providing strike craft support & direct combat abilities. Is the product of secret research from co-species interfactional relations"
StringInfo
        ID "IDS_CAPITALSHIP_PSIALLIANCE_NAME"
    Value "Tulis Alliance Carrier"
StringInfo
    ID "IDS_CAPITALSHIP_PSIALLIANCE_DESCRIPTION"
    Value "Able to support vast numbers of drone strike craft, this powerful warship with extra durability and fire power as a result from pooled alliance research."
StringInfo
    ID "IDS_CAPITALSHIP_PHASEALLIANCE_NAME"
    Value "Talak Destructor"
StringInfo
    ID "IDS_CAPITALSHIP_PHASEALLIANCE_DESCRIPTION"
    Value "A capital with the best that combined Vasari faction's engineers and scientist are able to deliver. A carrier with battleship arsenel and anti module capabilities"
StringInfo
    ID "IDS_ABILITY_DEPLOYATTACKTURRET_NAME"
    Value "Deploy Antimodule Turret"
StringInfo
    ID "IDS_ABILITY_DEPLOYATTACKTURRET_DESCRIPTION"
    Value "An anti module battery is deployed"
StringInfo
    ID "IDS_ABILITY_DEPLOYFLAKTURRET_NAME"
    Value "Flak Spread"
StringInfo
    ID "IDS_ABILITY_DEPLOYFLAKTURRET_DESCRIPTION"
    Value "Launches turrets with fragmentation ordnance that is launched and detonated nearby, dealing physical damage to all enemy strike craft within a short range. Also has an EMP ordinance to slow up enemy advances"
StringInfo
    ID "IDS_ABILITY_DISTRUCTORBEAM_NAME"
    Value "Distructor Beam"
StringInfo
    ID "IDS_ABILITY_DISTRUCTORBEAM_DESCRIPTION"
    Value "A powerful beam based on the planet bombing beam but with far supirior targeting ability due to improved path control"
StringInfo
    ID "IDS_ABILITY_GAUSSARRAY_NAME"
    Value "Gauss Rail Gun Array"
StringInfo
    ID "IDS_ABILITY_GAUSSARRAY_DESCRIPTION"
    Value "Fires a volley of 4 high velocity armor piercing slugs at the target, which deals a high amount of physical damage and cripples its engine systems."
StringInfo
        ID "IDS_ABILITY_PLASMATORPEDOS_NAME"
        Value "Plasma Torpedos"
StringInfo
        ID "IDS_ABILITY_PLASMATORPEDOS_DESCRIPTION"
        Value "Launches a volley of plasma torps that lock onto multiple targets"
StringInfo
    ID "IDS_ABILITY_TELEKINETICPUSHPLUS_NAME"
    Value "Telekinetic Push Plus"
StringInfo
    ID "IDS_ABILITY_TELEKINETICPUSHPLUS_DESCRIPTION"
    Value "Violently throws enemy strike craft & frigates within range away from this ship, dealing physical damage."
StringInfo
    ID "IDS_FRIGATE_TURRETATTACK_NAME"
    Value "AntiModule Battery"
StringInfo
    ID "IDS_FRIGATE_TURRETATTACK_DESCRIPTION"
        Value "A weapon platform with limited manoverability and a antimodule weapon"
StringInfo
    ID "IDS_FRIGATE_TURRETFLAK_NAME"
    Value "AntiFighter Battery"
StringInfo
    ID "IDS_FRIGATE_TURRETFLAK_DESCRIPTION"
        Value "A weapon platform with limited manoverability, an antifighter weapon and an EMP bolt ability"

7. Increase the count of the English.str file (found at the top) by 30

8. Now go to the Player*.Entity files of the DS.7+alliance mod folder and open them. If you see gobledegook then you need to turn them from Bin to TXT so heres how to do that:

8.1 Put the Player*.Entity files into a folder called Convert on your desktop

8.2 Put the following files in there as well: ConvertData_Diplomacy, Microsoft.VC80.CRT.manifest, msvcp80.Dll, msvcr80.Dll (all these files should be found in the program files folder your sins installed in)

8.3 Open the microsoft CMD (short for command) interface (On my windows 7 I just search for it from the Start Menu)

8.4 Type the following: Cd C:\Users\*****\Desktop\Convert (replace ***** with our user name)

8.5 type the following and then press return ConvertData_Diplomacy entity PlayerPhase.entity PlayerPhase.entity txt

8.6 type the following and then press return ConvertData_Diplomacy entity PlayerPsi.entity PlayerPsi.entity txt

8.7 type the following and then press return ConvertData_Diplomacy entity PlayerTech.entity Playertech.entity txt

8.8 close the CMD and open the Player*.entity files. If they are converted into more sensible language then you have succeded otherwise check out this  post (The posts by myfist0) by for more help with the ConvertData

9. Open the PlayerPhase.entity file (with something like notepad) and find the CapitalShipInfo line. Straight after the count line add:

   entityDefName "CAPITALSHIP_PHASEALLIANCE"

and raise the Capital ship count by 1 (to 6)

10. Now in the same file find the line  researchInfo and after the count line add the following

  entityDefName "RESEARCHSUBJECT_CORE_SPECIES_UNDERTAKING"

  entityDefName "RESEARCHSUBJECT_ABILITYACCESS_DISTRUCTORBEAM"

and raise the reserch count by 2 (to 144)

11.  Save and close the Phase file and open the converted PlayerPsi.entity file and after the capital ships count line add

   entityDefName "CAPITALSHIP_PSIALLIANCE"

and raise the Capital ship count by 1 as above

12. In the same file add (below the reserch count)

  entityDefName "RESEARCHSUBJECT_LIKE_MINDED_DEVELOPMENT"

and raise the count by 1 (to 142)

13. Nearly done now save and close the Psi file and open the converted PlayerTech.entity file find the capita ship count and below it add

   entityDefName "CAPITALSHIP_TECHCOMMAND"

and raise the count by 1

and below the reserchInfo add the following:

  entityDefName "RESEARCHSUBJECT_SECRET_CO-SPECIES_RELATIONS"

and raise the count by 1 (to 146)

14. Save and close the Tech file and copy the 3 player*.entity files from your convert folder to the GameInfo folder of your Ds.7+Alliance mod folder

15. The presice texture files you need I am not sure of but for the last step I just copied over all which did not have the word button or research in them from the Alliance textures folder to the DS.7+Alliance textures folder and this seemed to work. If someone can work out exactly which ones are needed and post that would be great.

16. If it is not already in there then plonk the DS.7+Alliance mod folder into your mod directory (open the game and click show mod path if you are not sure where this is).

17. Open the game and enable the mod (and pray!!)