calienon

calienon

Joined Member # 3431166
2 Posts 51 Replies 235 Reputation

Hmmm. Well I'm not sure what might be causing yours to not work. I finally got a chance to toy with it today, and here's what I did: created a new mod "Test" created the subfolder "GameInfo" copied over the file "BuffEmbargoSelf.entity" made the following section in the above file look like this: targetFilter numOwnerships 1 ownership "Enemy" nu

23 Replies 74,593 Views

Hey there JJBuck2! Doesn't look like anyone's answered this yet (I've been out-of-state for this last week), have you figured this out? I took a really quick peek at the embargo files right now, and 2 things that jumped out were: 1.) in "BuffEmbargoSelf.entity", there is only 1 object ("Frigate") you'll want to increase that count to 2 and add ("CapitalShip") 2.) in "BuffEmbargoSelf.entity", there is a constraint that restricts the ability to tradeships. You'

23 Replies 74,593 Views

Ok. Here's a walkthrough for making a custom GaussBlast ability and adding it to 1 capital ship (we'll add it to the vasari's capital battleship "CAPITALSHIP_PHASEBATTLESHIP.entity") Go ahead and actually make this with me so you can make sure you've got it down: 1.) Make a new folder anywhere named "TestMod" Within this, make 2 new folders called "GameInfo" and "String" Verify you use the same case as I type, the game doesn't seem to make

23 Replies 74,593 Views

Question 1: i think an example would work best for this one. I remember you mentioning wanting to make a beefed up gaussblast custom ability, so I'll walk you through the steps I would take to make a custom one (but I won't edit anything, just make a 2nd gaussblast called gaussblast2 with a custom name and description). First I'll answer question 2 though cuz it's short and sweet: your first guess was right (1 string is all three lines ) _________________

23 Replies 74,593 Views

Well I was completely wrong :) I made a copy of my mod, removed all carriers; hanger defense structures; tradeports; refineries; and the tradeport/hanger defense upgrades for the starbases, fired up my favorite map (a 3 star 140 planet galaxy), filled it up with 9 unfair AIs, and it still slowed down around the same point. I did notice though that it's not time-linked but planets-owned linked. I was buttery smooth until I approached 20 planets, then somewhere around th

62 Replies 32,819 Views

I have a feeling it's linked almost 100% to the sheer number of tradeships and fighter/bombers that rises so quickly in a many player (ai and real both) game. I've noticed when I reduced the number of tradeships/port refinerships/refinery; and fighters&Bombers/squadron to 1, that it delayed the lag on my pc considerably. I'll mod fighters, bombers, tradeships, and refinery ships out of my game completely and play a 150 planet 3 star map with 9 unfairs and post th

62 Replies 32,819 Views

This is a copy/paste of what i posted in your related thread... It answers this question. Main suggestion before you plow into the following text is... Don't change any files while they're still in the main entrenchment directory :) quoting me - "Here are some tips to help you with this: A.) Make sure you reduced the "count" under "capitalshipinfo" in whichever "player.entity" file you changed to match the number of remaining capital ships listed i

23 Replies 74,593 Views

Here are some tips to help you with this: A.) Make sure you reduced the "count" under "capitalshipinfo" in whichever "player.entity" file you changed to match the number of remaining capital ships listed in that file B.) Make sure you didn't leave any empty newlines in place of the 4 removed capital ship entries in said Player file Aside.) As a test, I made a tiny (1 file in a "GameInfo" folder within a "TestMod" folder within the "Sins ent 1.01 ModPath" folder, a

3 Replies 2,349 Views

Just some extra information about the above Jump blocking: even though I removed the constraint "CanBeJumpBlocked", those stupid little scouts can still get by once they've researched "unstoppable phase jumps"... so they'll still light up your planets behind your frontline :( Also, you can adjust the range to whatever you want. My 50K covers the bulk of planetary gravity wells completely and a whole phase lane in a star's grav well

48 Replies 127,549 Views

FSTrent (and anyone else interested), here are the steps necessary to make and implement the disable phase jump ability. (bear with me as this will be a LOT of text) ____________________BEGIN EXPLANATION____________________________ First how to create the ability fo

48 Replies 127,549 Views

If you want to make SBs into perfect choke-point creators, just do what I did: Create a new toggleable ability that actually DISABLES phase jumping, and add that ability to whatever you want to have it (I added it to about 2-3 of each races 5 cap ships, each races jump inhibitor, and each races starbase). If you're interested in that, I'll post details on exactly what files I created/changed. Just let me know.

48 Replies 127,549 Views

[quote who="ratchit01" reply="22" id="2059992"] i tried notepad and it made no sense to me. Use the reference files from the Forge Tools. Has the reference files been updated to include SB's files? Or do you have to convert from binary somehow? [/quote] They have not (last time I checked about a week ago). You can however download dekhranic SoaSe ConvertData GUI (or jjz's Sinseditor program which has convertdata gui bundled), put them in you

30 Replies 85,304 Views

[quote who="KL3MZ" reply="10" id="2056441"]One thing HAS to get changed, its the (unlimited amount of?) sb at sun, i saw someone make 4 (dopple map) ... and i bet you can make more think about that 5v5 multi star, 20 sb at each sun game over no one can win ... all you have to do is make like 5 TEC sb at sun with the scuicide, and any fleet jumping is dead because you can cover all jump spots. i think its a

34 Replies 6,385 Views

The number of starbases for stars is set in each of the 4 star-types .entity files close to the bottom: here is what the Blue star has: maxStarBaseCountPerPlayer 4 maxSpaceMineCountPerPlayer 500 Here's what a terran planet type has: maxStarBaseCountPerPlayer 1 maxSpaceMineCountPerPlayer 150 of course the first thing I did after getting entrenchment 2.0 was up every planet to 2 starbases(for coverage of both sides :)) , enable movem

30 Replies 85,304 Views

I don't know if it's possible to take an actual frigate/cruiser and add levels to them (although they do have an entry in the entity files that says "HasLevels FALSE"), however I have come to the conclusion that the level cap is hardcoded to 10... All efforts by me to progress beyond this through Gameplay.constants editing have failed :(

2 Replies 1,852 Views

The files you're looking for to adjust the bonus extraction rate through research all start like this regardless of race. RESEARCHSUBJECT_STRUCTUREWORK_ The phase(Vasari) race only has 1 line of this research type which handles both metal and crystal and they are labeled (in order as they are selectable in-game) "RESEARCHSUBJECT_STRUCTUREWORK_RESOURCEEXTRACT0" to ""3 The Psi (Advent) have 2 lines of 3 research

9 Replies 2,110 Views

To those who wanted to add "DisablePhaseJumping" to structures/ships as a toggle-able ability, here's how I did it if you're still interested: First off, I didn't want to overwrite the original always-on jump inhibition ability, so I made a new ability. I'll name each file that needs created, post what I have in it, and then I'll name the files I changed and what I changed to support/use the new ability.... I'm using entrenchment btw, so my capships/frigates/structures etc have

9 Replies 5,715 Views

Hmm if I had to guess what in that file might cause a crash, I'd pick one of these three: maxMitigation ----- This is a percentage off the damage dealt.... 100% (1.000000) means you take 0 damage..period.. At level 2 you'd have 1.55 or 155% damage reduced.... That might give the computer logic issues StartValue 0.65 ValueIncreasePerLevel 0.90000 CultureProtectRate ----- not sure if thi

17 Replies 13,412 Views

Thanks a lot for that help jjz. I'm not going to be able to try it out today or tomorrow (Slipknot comes tomorrow!!!! :) ), but should have these finished Tuesday.... It probably would have taken me eons to discover this dictionary type and how to use it properly without you :( Thanks again for all of it (sins editor and all the tips)

18 Replies 15,121 Views

I really must take back my previous post about sins editor being slower. I made myself use it exclusively all today, and found that I can many entity files onto it at once for quick editing, then save them all at once :) Also your tip on using enter instead of clicking has really sped things up too! Speed is key now as I just downloaded Entrenchment and have to re-edit most of my entity files (seems lots of them added new lines to the files...) THanks for the source

18 Replies 15,121 Views

The sins editor is pretty cool. Pros = extremely organized, very informative, safer for making changes Cons = much slower to make changes (For example, I recently upped the max research level for tons of researchsubjects... having the files set to open with notepad, I'd double click the file, slide the mouse over the number to be changed, quickly type the new number with my mouse hand, then hit a macro button on my keypad for CTRL-S, Alt-F4 (while moving my mouse hand bac

18 Replies 15,121 Views

Here are the exact changes I'd made to the file originally.... I've kept it in backup just in case someone tells me how to make it work (or I'll delete if it can't work :)) CapitalShipData ExperienceLevelData:0 ExperienceNeededForNextLevel 200.0 ExperienceGainedForDestroying 100.0 UpgradePriceForNextLevel 1000.0 ExperienceLevelData:1 ExperienceNeededForNextLeve

8 Replies 7,436 Views

Thanks for the encouragement Teal, glad to know I'm not the only one having issues getting it right :) Just to make sure, this is the only mod subforum right? I wasn't sure on the third paragraph if you were saying "ask a question in the mod forum, like you did "here"" (meaning a forum not in mod forum) or as in ..."here" (meaning what I did)

8 Replies 7,436 Views