need help to create a mod please

Hi I would like to create a mod which consist in deleting carrier frigates from all races and also the tec rebelion research 

Because it's making my computer lagging really hard so it would be nice if i had some help thx

 

10,499 views 10 replies
Reply #1 Top

So the best place to start is getting familiar with all the modding resources available to you...

  • download the reference files for the version of Sins you are using.

http://soase.weebly.com/index.html

  • make sure you are familiar with basic modding principles for Sins.

http://soase.weebly.com/placing-mods.html

http://soase.weebly.com/modding.html

  • look over the modding tools used by or created by members of this community.

http://soase.weebly.com/modding-tools.html

  • Removing frigates or research is fairly simple. Locate the Player[Race].entity files and remove the lines desired and adjust the counts as needed.

 

Also, have you tried TSOP (The Sins Optimization Project)? It may help you out without removing features.

http://soase.weebly.com/tsop.html

Reply #2 Top

Thanks you're really helping here!

Reply #3 Top

Just to be sure, once I've created the folder for my mod I have to copy the reference data inside it ? and then modify it as I have to right?

Reply #4 Top

Yes, that is correct. You can also you the dev.exe versions of Sins to help provide feedback while you are modding. Note: some changes will cause you to have to restart the dev.exe.

Entrenchment and Diplomacy does allow you the option of only including modified files in the mod directory, but it won't hurt to use the all the reference files and modify as you go.

 

Reply #5 Top

Quoting ZombiesRus5, reply 4

Entrenchment and Diplomacy does allow you the option of only including modified files in the mod directory, but it won't hurt to use the all the reference files and modify as you go.

 
End of ZombiesRus5's quote

Removing them will make the game run slightly smoother though, so if you are using either of those expansions I would just copy the reference files you need into your mod folder or write down the files you edited and then delete the rest when you are done.

Reply #6 Top

I decreased the number of fighter and bombers that can be carried by carriers and cruisers, but I increased their strength and their weapons power..I also decreased their "exhaust Trail Width" to 2...and decresed their exaust trail detail....and now I have no problem with lag..it is really amazing actualy..and very simple....in case of the fighters and bombers, the thing that is causing the lag is that trail exaust effect...now I can have a lot of these fighters on screen, and no lag...and my computer is kinda old too, from 2005...but the game runs very smooth on small-medium maps...and you can do the same with the trade ships..from 5 you can have only 1, but you increase the cargo capacity from 50 to 250....and with the mines too...you can change the slotcount from 0 to 1, and so you won't be able to build so many mines.....or you can change the spawn count from 10 to 1...and increase their explosion power and radius...verry simple actually.....this game is the most moddable game I have ever played in my life...if you understand how it works, you can change everything in it...everything...your imagination is the limit...if you would play my version of this game , I changed soo much in it, that you won't recognize what you are playing ...lol...really...:)

Reply #7 Top

There's an exhaust trail detail slider on the effects page in options.

Reply #8 Top

Thanx I removed the carrier frigate and that just perfect I can finally play against many AI whithout lag!!!

Also would someone know how to make capital ships more resilient  Cause I tried to give them higher regeneration rate and here is the thing when they are attacked  their shied mitigation goes up to 150% and thats a bit of a problem they are invulnerable and i dont understand cause i let their shield mitigation at 0.65 in the entity file with only 5 regeneration rate for the shield and the hull

thx

Reply #9 Top

You probably upped mitigation in the per level upgrade or something.

 

As far as resiliency goes, you can do a lot by making the max mitigation high for capital ships, then go into the race files to lower the increase rates.  By using their typical dps against themselves as a benchmark, you can curve damage to become near flat with increasing firepower.  Set the return rate to whatever you want to be optimal damage, and then set the increase to add percent mitigation changes with regards to your damage value.

 

I've contemplated doing a rebuild centered around it, but I'm just too lazy.  The way they handled the mitigation values in Sins depressed the hell out of me after putting such a system in there to begin with.  It can be used to force decentralization of firepower by penalizing group target selection.