Help: Remove mines

I would like some help with a mod for Rebellion. (With the new DLC, but I doubt that matters too much.)

Simply enough, I want to remove mines from the game. I feel like they are just irritating rather than a tactical issue AND they contribute to lag in big games. (Note: I like playing big games. I do not like lag though.)

I tried to remove them myself a couple months ago, not knowing anything about how Sins was modded... I did work out how to get into the various compressed files and remove the mine research listings and the ability to build said mines, but it ended up causing a game crash 10-15 minutes into each game, so I eventually got bored and gave up. 

This seems like it'd be a really simple job for someone who actually knows Sins modding. I'm really surprised that there's no such thing as a no-mine mod already. (If there is one, I'll just take a link to that, instead.)

6,508 views 8 replies
Reply #1 Top

first step, (either download one of the latest reference files sets OR use the convertdatarebellion.exe with either a batch file or gui wrapper on a COPY of the current game files) get/create a copy of the files in text mode

second step, create a new mod folder in the 'my documents\my games\sins of a solar empire rebellion\mods-rebellion 1.5', then inside the mod folder create another folder called 'GameInfo'

third step, copy from your texted files or reference files the planet.entity files to the mod's 'GameInfo' folder

fourth step, edit each of the planet entity files altering the line that currently reads 'maxSpaceMineCountPerPlayer 150' to 'maxSpaceMineCountPerPlayer 0', saving the file after the changes

fifth step, start rebellion, go to the options/ mods area, select your new mod, then enable it and apply it. shut down rebellion, then start rebellion and actually play a game

hope this helps

harpo

 

Reply #2 Top


I tried to remove them myself a couple months ago, not knowing anything about how Sins was modded... I did work out how to get into the various compressed files and remove the mine research listings and the ability to build said mines, but it ended up causing a game crash 10-15 minutes into each game, so I eventually got bored and gave up.
End of quote

I think the reason for the crashes was Advent "SquadPsiMineLayer".  If you remove "SquadPsiMineLayer" from FrigatePsiCarrier.entity and PLANETMODULE_PSIORBITALHANGARDEFENSE.entity, the minidump will probably go away.  (I noticed this while doing the Trivial Pseudo Vanilla mini-mod).  After removing the SquadPsiMineLayer, remember to change maxNumCommandPoints from 3 to 2 as well.  See:

https://forums.sinsofasolarempire.com/445786

http://code.google.com/p/stargate-invasion/issues/detail?id=118

Reply #3 Top

This is strange, I followed Harpo's instructions and lowered the max mine count of my planet entity files (150 -> 75) for testing lag reduction.

 

I then played a 2hour game, my AI buddy had <50 mines on every planet, except 1 terran world he conquered which had 150, the default cap.

I made another change besides mine count to my mod, a research tech, so I'd know for sure it worked (I just simply changed the cost of one tech by -1 credit to know). So my mod is active, and I modified the max mine count as instructed for every planet type. 

 

Any idea's why this would be happening? (Even if the planet had the +mine cap bonus, iirc its +25, not +75)

 

//Edit: Brainstorm maybe

 

It just dawned on me, the string I edited said max count per player. So since I set 75 as the cap, and its per player, I suppose the original owner had 75 in place, and when my ally took it over he placed another 75?

Reply #4 Top

Quoting DaxxTrias, reply 3
It just dawned on me, the string I edited said max count per player. So since I set 75 as the cap, and its per player, I suppose the original owner had 75 in place, and when my ally took it over he placed another 75?
End of DaxxTrias's quote

That would be accurate if it occurred.

 

Reply #5 Top

Quoting Valpheus, reply 2



I tried to remove them myself a couple months ago, not knowing anything about how Sins was modded... I did work out how to get into the various compressed files and remove the mine research listings and the ability to build said mines, but it ended up causing a game crash 10-15 minutes into each game, so I eventually got bored and gave up.

I think the reason for the crashes was Advent "SquadPsiMineLayer".  If you remove "SquadPsiMineLayer" from FrigatePsiCarrier.entity and PLANETMODULE_PSIORBITALHANGARDEFENSE.entity, the minidump will probably go away.  (I noticed this while doing the Trivial Pseudo Vanilla mini-mod).  After removing the SquadPsiMineLayer, remember to change maxNumCommandPoints from 3 to 2 as well.  See:

https://forums.sinsofasolarempire.com/445786

End of Valpheus's quote
">http://code.google.com/p/stargate-invasion/issues/detail?id=118[/quote]

 

Actually, maxNumCommandPoints is the number of squads the carrier can field, NOT the number of squad types (types like fighter, bomber, and homing mine). This number is irrelevant to mines; your carriers could build 3 bombers or 3 fighters or any combination, whether or not mine squads are present.

Reply #6 Top

^^ is true....however, if you have aeria's flying around with 3 command points but only 2 squadron types to pick from, you will get an error message, something like Squad != 0...it is harmless but it will flood your logs and crop up a lot if you allow error messages to pop up in game....

Reply #7 Top

Quoting Seleuceia, reply 6

^^ is true....however, if you have aeria's flying around with 3 command points but only 2 squadron types to pick from, you will get an error message, something like Squad != 0...it is harmless but it will flood your logs and crop up a lot if you allow error messages to pop up in game....
End of Seleuceia's quote

I'm not sure if that's what the error means, given the Aeria had 3 squads back in Vanilla Sins before they had minelayer squads.

Reply #8 Top

The error only started in Entrenchment...I am 99% sure that if you have aerias with 3 command points but only 2 squadrons, you can get that error occasionally...lots of mods that frigates with 3+ squadrons but only 2 squadron types have flooded error logs with that error...probably applies to hangars too, but I only tested it with frigates....