New Race

questions/concerns

I've been tinkering for a while with modifications to dip 1.32 and have downloaded some amazing mods and have gotten them all to work great. I dont really play online at all just mess around with the game at work. I thought itd be sick to add a complete race (ships, tech tree, sounds, effects, and pics) to one of the other mods that im currently running. Ive been digging through the tutorials and these forums nonstop trying to find someone/place that has a tutorial that will assist me in doing this.

Ive figured out how to set up the tech tree, mod ships, and general stuff like that. I run into trouble when it comes to taking say a Cap ship from one mod to the next, transferring in the new race graphics, stuff like that. 

Any advice/links/tips would be appreciated. Thanks

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Reply #2 Top

ive been all over that, and it tells me how to modify ships in the entity file and all that and thats great i got that part down. Im not trying to import a ship i created im trying to bring a working one over from another mod, i know i need the mesh... do i just bring over the texturing and some other stuff???... and do i add strings for every one of what i bring over... 

Reply #4 Top

Thanks harpo but I never did get around to adding to that tutorial. ZombiesRus5 released the add races mod which makes adding fairly easy. Noy sure if it updated though.

Reply #5 Top

yea see thats what ive been looking for... all over the place there are tips and tricks for texturing, shaping creating, etc etc etc... all im doin is messin around on my own, mostly learning by digging and reverse engineering other people's mods, not trying to steal fyi just messin.... but all that is mostly because i have yet to find somewhere that says: "ok you have the files you want for the mods, heres where you put em, here is what you change yada yada yada" i only happened on the sounds master file in the game info folder to allow access to the sounds in the sounds folder (how backwards is that btw?)

and even on some mods ive found sounds that work in the mod but arent in that master file... yet when i bring them over without adding to that file they dont work... so i add em... and some work... but some just give me the typical "dump" error... wtf....

Reply #6 Top


I've been tinkering for a while with modifications to dip 1.32 and have downloaded some amazing mods and have gotten them all to work great. I dont really play online at all just mess around with the game at work. I thought itd be sick to add a complete race (ships, tech tree, sounds, effects, and pics) to one of the other mods that im currently running. Ive been digging through the tutorials and these forums nonstop trying to find someone/place that has a tutorial that will assist me in doing this.

Ive figured out how to set up the tech tree, mod ships, and general stuff like that. I run into trouble when it comes to taking say a Cap ship from one mod to the next, transferring in the new race graphics, stuff like that. 

Any advice/links/tips would be appreciated. Thanks

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I have a compilation mod that mixes races from Sins of a Fallen and Maelstrom onto a Distant Stars base that I've been working on since this past summer.  I can't release it since I don't have permission from the makers and I never had plans to.  I made it for my LANing group for ease of play.  It's not intended for widespread release outside of that, and it's always a work in progress.

Anyway, I can offer up some advice if you're looking to use work from any of those mods.  I won't claim to be on par with any of these other modders here nor will I claim to be an expert at what I'm doing, but, I'm probable the only person that has mixed work from all 3 of those mods.

Reply #7 Top

If you go through a tutorial as simple as making a frigate, the race entity file should be cake. It's all the same concept, you just have to modify a lot more parts.

Reply #8 Top
yea im actually (trying) to mix 3 mods as well... basically using the stars mod as a baseline and adding the empire off of star wars requiem and the federation from soa... while using the research tree from stars cuz i gotta say its a vast improvement... i just have that typical star wars VS trek fantasy and no one has really done it yet... plus the stars mod has their own version of "titans"...

so im using the ssd from the empire and modifying it to be the titan... cuz in my own opinion... ssd as a starbase?!?! uh no... balance be damned that thing is a titan if anything EVER was... still gotta find someone that has at least attempted a death star... cuz even tho the scaling would be off and all that... itd still be the perfect starbase and/or super weapon... just my take i guess.

still no clue for a titan on the trek side but thats a ways away... big work in progress.
Reply #9 Top

@steven, there is a SSD super capitalship in Requiem Diplomacy, its just not buildable and has to be on custom maps. If you use that as a base it should be easier to make it into whatever stars "titans" are.

Alternatively, just wait for Rebellion when real titans will be released and the Executor can fulfill its rightful role.

 

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #10 Top

yea that is the ssd im using... its perfect for it... im stuck out in the oilfield right now but once i get back to civilization ima try and download zombiesrus5's race mod tool... looks like it may be easier than the nit and pick through every file that im doing now... 

i considered waiting... but im impatient... and im a noob at modding and would like to become a pro... add that to a lot of downtime at work... opportunity knocks... i figure once i get the most part down well see about rendering...