how to mod sins 1.91?

I've modded entrenchment numerous times but just now I tried to mod vanilla sins 1.91 and it crashes upon enabling.  It crashes even if I just copy and paste unmocified files.  FROM "\Sins of a Solar Empire\GameInfo\"  TO "\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\ExpensiveShip\GameInfo\"

Am I missing something?  Are more steps required when modding sins 1.91 or is this simply not supported now that Entrenchment is out. 

This game gui, as well as visual and audial action is still today (years after launch) industry leading.  It is THE best.  One simple tweak to the AI would do wonders.  That is, don't let the AI capital ship pilots drink on the job; because they must be drunk to fail to retreat when their capital ship is severly damaged.

6,020 views 8 replies
Reply #1 Top

Org Sins does not use an entity.manifest so you need to copy ALL the GameInfo files or the folder to your mod.

Reply #2 Top

I believe that you need to include ALL files in gameinfo, even ones that you are not editing. (That was the case some time ago at least...)

I have been known to give misinformation... :grin:

Make sure that you are not using .manifests, as Vanilla does not use them.

 

-edit-

awwww

Myfist0 beat me to it.

Reply #3 Top

You guys are A W E S O M E  ! ! !   Thanks so much. 

BTW my simple mod triples the build time of all ships, and multiplies their price by 5; and reduces their natural hull regen by 2/3.  Makes for an interesting game; capital ships are such a major expenditure that the early game is all about precious frigates and economy building.

A separate mod makes pirate raids eventually consist of capital ships; and pirate bases be defended by the usual complement plus three level 10 capital ships (and phase jump inhibitors).

Reply #4 Top

That was one of the drawbacks of modding original sins in that you had to include EVERYTHING from the vanilla Gameinfo folder into you mod wether it was modded or not. Back in the day it was no big deal, but when Entrenchment came out the entity manifests messed us up when we made the switch. I think it is funny that you modded in reverse, but had the same problems we had switching game versions. I am glad you got your issues resolved :)

You need to be careful with pirate raid weights. We tried modding pirates in SoA2 and found that if the weights dont match the ship types and number of ships per raid it will crash the game. I believe the wieghts are in the gameplay constants file. Its been a long time since i looked into that i could be wrong.

Reply #5 Top

Will keep that in mind!    I haven't tried my pirates mod in sins 1.91 yet. 

Reply #6 Top

By the way, SoA looks incredible.  It is simply amazing to see such modding and 3d design skills!!!

Reply #7 Top

1.91? didn't know I had been away for that long O_O