Cap ship supply mod

Getting new to the community and wanting to know if there was a mod out there that allowed more captial ships. Ex. 48 total.

If there was one that also incresed the both capital limit and fleet supply. much thanks.

6,457 views 10 replies
Reply #1 Top

i dont think anyone has made one but you can download the reference files and edit the max capital ship slot research entity file

Reply #3 Top

i can do it fo ryou i have to finish making mod though so itll take a while

Reply #4 Top

Download harpo's reference files if you don't have them already. Search this forum for the links.

If you only have regular sins, copy the entire "sins" folder from the reference files, and rename it to your mod name (at least I hope that works, I have Diplomacy myself)

If you have Diplomacy/Entrenchment create an empty mod folder, then copy the following files from the vanilla sins reference files GameInfo folder, place the files in the GameInfo folder of your mod:

RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0.entity

RESEARCHSUBJECT_MAXCAPITALSHIPSPSI0.entity

RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0.entity

The ones numbered 1 through 7 are the later researches, the ones numbered 0 are the first research, but also set the startup supply.

Open each of these files with a text editor. Find the line " modifierType "CapitalShipMaxSlots" ", then set the "baseValue" to what you want each race to start with. Set the "perLevelValue" in each of the .entity files to what you want a player to gain from that research.

For fleet supply, find

RESEARCHSUBJECT_MAXSHIPSLOTSPHASE0.entity

RESEARCHSUBJECT_MAXSHIPSLOTSPSI0.entity

RESEARCHSUBJECT_MAXSHIPSLOTSTECH0.entity

And edit the line " modifierType "ShipMaxSlots" ", again, "baseValue" is starting supply, "perLevelValue" is supply gained from research.

Then, if you have Entrenchment/Diplomacy copy the entity.manifest from your Entrenchment/Diplomacy installation folder to your mod folder, and you're done.

Note that "PHASE" is the global reference for Vasari, "PSI" for Advent and "TECH" for TEC. Use this to identify files for future mods (though note that not all files use such an index, for example most researches)

 

Try it even if Shmily123 is kind enough to do it for you, as this is a very basic mod, and a good practice for future work.

Reply #5 Top
Well I tried it for myself and ended up getting mini dumps when I start the upgrade. I finially know how to edit the files but I'm getting mini dumps when I edit those files.
Reply #6 Top

First of all, are you using regular sins, Entrenchment or Diplomacy? Modding got a lot easier (albeit more tedious) with the addition of manifest files in Entrenchment.

Second, start the game with the Dev.exe, found in your sins installation folder. Use the one of the latest expansion you have. Read the error messages, and if you can't decipher their meaning post them here.

Double-check your modded files with the originals. Maybe you accidently deleted a quote or missed a capital letter somewhere. Though I have no idea what you can wreck if you only change the numbers. (You didn't set them to 10k or -2 or anything, right?)

 

Edit: Do you mean you get minidumps when you start the mod or when you actually research something?

Reply #7 Top

Runs great on Dip, but the problem is with entrenchment. I believe its becuase it has to do with the TEC AI starting the first capital ship upgrade which changes the number from 1 to 48. I have been runnning it in dev to see and it appears as though it mini dumps half way thru the upgrade. Only once has it not mini dumped, but that was 1 of 6 tires. Yea i used Harpo's reference files to edit the one file. I will conuinte to play with it since the one time it worked gave me hope. 

Reply #8 Top

Can you post the Dev.exe error here please? (If you get one before the crash occurs)

I have rarely seen the game crash after startup, the only time I can remember atm was when I gave SC shields. Make sure the Dev.exe error is related to your research files (maybe only mod them for 1 race, play as that one and make all opponents a different species so they don't interfere)

If you can confirm the error to be related to your files, delete them, copy from the reference files (make sure you have the latest ones, or even run your own ConvertData.exe on those few RESEARCHSUBJECT files), and start anew, making sure you don't misspell anything. Try moderate values like +1 at first, and don't change the "CapitalShipMaxSlotLevel", that only controls a cosmetic display afaik.

If the mod still crashes without you researching anything, I have no idea what's going on if you only have those research files in your mod. Maybe you copied the entity.manifest from Diplo, and tried running the mod with that one in Entr? (there's one manifest in your Entr installation folder, and one in your Diplo one, use the former to run the mod in Entr) Although my game always says "entity ref not found" on startup if the manifest is messed up, and crashes immediately.

 

Reply #9 Top

i know tha thread is over a year old.

But it has to do with my problem.

I started to mod a bit on fleet size, and changed th evalues of all 8 research levels, so as the basic value.

my data is looking as followed:

Tier 0
onlyWorksIfTierLabsExist FALSE
MaxNumResearchLevels 3
priority 0.000000
researchBoolModifiers 0
researchFloatModifiers 3
researchModifier
    modifierType "ShipMaxSlots"
    baseValue 80.000000
    perLevelValue 20.000000

 

My problem is the marked part of the change.

the basic idea is to raise the steps until you can have dozen of ships (per lvl vlaue is going from 20 up to 5000). to make that smoother ive introduced to research every research-step in 3 level stages until you unlock the next one. (like it is in weapons, shields or whatever)

 

Its all working exactly as intended, when there wouldnt be a dmp crash after going with the cursor over the indicator of free ship slots in the top bar.

 

that is everything i know:

it has to do something with the research level, if i set it to 1 everything is working ( but i dont wanna have it on 1)

if i disable the whole part of the top-bar where the ship-slot-amount is shown, it also works (not as intended though).

so it has something to do with the pop-up, showing me the amount of ships.

 

do you have an idea how to fix that?

or do you know how to disable / change pop-ups to show something else / nothing?

Reply #10 Top

The fleet supply techs really aren't meant to have multiple levels. You should really be this line.

Quoting Leg-x, reply 9
perLevelValue 20.000000
End of Leg-x's quote

Increase the number of fleet supply you get with a research, not the number of times you research it.