Modding request

Simple carrier complement mod

First of all I'm new to the game, and I've been trying to mod sins but have had no luck!, I was trying to increase carrier complement to 12 for the frigate carrier's and 22 for the capital carrier's (for all races).

So first I DL Diplomacy1.011 (frigate carrier files) and Entrenchment1.051 (capital carrier files) and modded CAPITALSHIP_TECHCARRIER & CAPITALSHIP_PSICARRIER & CAPITALSHIP_PHASECARRIER and then the frigate carrier's, This Is what my changes look like:

credits 5000.000000
    metal 900.000000
    crystal 650.000000
slotCount 50.000000
BuildTime 125.000000

CommandPoints
    StartValue 22.250000

 

for the frigate carriers of all 3 races:

credits 1780.000000
    metal 390.000000
    crystal 360.000000
slotCount 20.000000
BuildTime 80.000000

maxNumCommandPoints 12

after I did that I dumped the files into a new folder and then moved that into the Mod-Diplomacy1.011, loaded game and switched the mod on but the carriers show the old values, as I mentioned above I'm new have spent hours searching the and found nothing.

I'd like to ask If someone could make the above changes for me since I'm having difficulty that would be much appreciated if it's not too rude that is :).

3,860 views 14 replies
Reply #1 Top

assuming you selected and ENABLED your mod in the options/mods screen then

did you put your altered entity files in a GameInfo folder in your mod's folder?

if not then that is the cause of your problem.

if you did not enable AND apply the mod, but did have the gameinfo folder in the mod then this is the cause of your problem

harpo

 

Reply #2 Top

Hi thanks for the reply harpo :)

I have checked and rechecked what you mentioned above and still no luck, this is where the mod is:

Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\gameinfo\carriermod


Perhaps I'm missing something, not sure what I missed though, any more advice would be much appreciated :).

Reply #3 Top

Hmm, do you have any other mods active? If you have any other mods than change those files above your mod, the game will use the files from the higher mod and thus your changes will not appear.

Also, what is the checksum of just your mod?

Reply #4 Top

Fair warning, if you get that alteration working you better have one hell of a processor.  That many strike craft is going to eat some serious clock cycles.

Reply #5 Top

Quoting plywoodmouth_1, reply 2
Hi thanks for the reply harpo

I have checked and rechecked what you mentioned above and still no luck, this is where the mod is:

Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\gameinfo\carriermod


Perhaps I'm missing something, not sure what I missed though, any more advice would be much appreciated .
End of plywoodmouth_1's quote

the path is wrong, it should be;

Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\carriermod\GameInfo

also remember the capital letters in GameInfo.

Reply #6 Top

Quoting psychoak, reply 4
Fair warning, if you get that alteration working you better have one hell of a processor.  That many strike craft is going to eat some serious clock cycles.
End of psychoak's quote

I agree. You might want to start off lower and work your way up for a non lagging game.

Reply #7 Top

Make sure you also change the starting value and the increase per level value at the bottom of the capital ship entity files.  Otherwise, they'll never have a chance to reach their maximum fighter load.

The previous two posters are correct, however.  Strikecraft are the largest cpu hog in Sins in the mid to late game. 

Reply #8 Top

Hi thanks for the replies, still no luck but I also forgot to mention it's trinity I'm running.

 

GoaFan, I did have distant stars but removed it so it's just my carrier mod, checksum was 0 in green colour.

 

psychoak, my system is i7 975 3.33 with nvidia gtx 295 and 6gb ddr3, do you think it will cut it if I get the changes in game?.

 

gruntmaster1, yes path now reads Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\carriermod\GameInfo.

 

Reply #9 Top

It would help a tiny little bit, if you mentioned what is wrong :)

Do you get a minidumb when applying the mod, does nothing happen when you start the game (no changes was applied) or does the mod not show up in the mod list?

If the minidump is the problem, try and run the (game name +)dev.exe, you can find it in the install folder. One of the features of the dev.exe is that it give errors when something is wrong instead of only a minidump. Then post the errors here.

I hope it helped.

 ~ gruntmaster1

Reply #10 Top

I don't get any minidumps when i apply the mod, the mod shows up on the list and its applied no changes take effect, I tried the diplomacy dev.exe.

 

If/when I get this mod working are my specs good enough for late game, I'm running at 2048x1152?.

 

thanks for advice :).

 

 

 

 

Reply #11 Top

The most problamatic part is that sins has a max cap of 2 GB ram and it minidumps when it reaches that limit, this can be an issue on the larger maps.

Reply #12 Top

Quoting plywoodmouth_1, reply 8

GoaFan, I did have distant stars but removed it so it's just my carrier mod, checksum was 0 in green colour.

 
End of plywoodmouth_1's quote

This is your problem. Your checksum should not be zero, it means the game cannot detect any game related changes. Likely the path in your mod is wrong (gameinfo instead of GameInfo) or something, because the game is not able to find your modded files, thus why nothing happens.

Reply #13 Top

from what I see in the thread, and I agree with goafan7,myfist0 and gruntmaster1 regarding the MAJOR increase to the strikecraft numbers, the path to your entity files is

Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\gameinfo\carriermod

it should be

Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\carriermod\gameinfo.

note the mod folder SHOULD contain the gameinfo, mesh, string, textures, window, sound, etc... folders as needed and also the manifests eg entity.manifest,skybox.manifest,brush.manifest,playerpictures.manifest,playerthemes.manifest and galaxy.manifest, (and any personal docs relating to the mod if you want).

hope this helps

harpo


Reply #14 Top

Thanks for the help and advice folks!!

Got the mod working, and it works fine had 5 capital carriers (100 bombers) and 8 light carriers (96 fighters) also had other capital ships too, and that was on a map with 14 stars, and the FPS was fine, once again thanks :D.