I did this, changed the max lvl to 7 (making max training 10) and I reasearched all 7 lvls of it but when I go to the ships and click the train button it only lets me train to lvl 4 (TEC) then greys out. Is there another file you need to edit?
Enigma_Legion
Thanks Harop.
Yea its basic game. Tried harpos File site but it didn't work. Will go back and look for the drop box one. Thx for the help guys. DO you still have to put all the changed files under the mod folder or just the changed ones? Edi: Ok used the convert data to extract the files, edited them, reset back to BIN and put them each in their own mod folder under GameInfo but still getting a mini dump. Do you have to copy ALL the files to that mod dir even if they are
Is there a place we can get the Sins 1.193 Reference GameInfo files? The one in the forge tools cause crashes (That or I am doing something wrong). Even tried just copying unaltered files in same thing. Crash with a dump file. Tried Harpo's File Factory links but they don't download for me. Just sit there then tell me to get premium.
Is there another place to get the Sins 1.193 files? I go to file factory and put in teh words wait teh time and nada, no download stats. Tried looking for the text bin programs but didn't find them on WinCustomize.
I am trying to recreate a mod I made so you cna train your cap ships up to lvl 10. I know you have to: adjust the following files in the GameInfo folder: RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPHASE0.entity RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPSI0.entity RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELTECH0.entity then copy it into your mod folder. In those files change either researchModifier modifierType "Capi
I tried doing that but the game crashes when ever I enable the mod. Do you have to copy all the referance files over or just the one edited? And do they need to be converted to binary?
I had the same issue, where is the option in GF to set player 0 as human always? Also, anyone else getting a crash when you try to set the PlayersRace is option under the planets(Where you can add ships, etc.)?
Yup that was it thanks. So we will have to redo all the edits every time they change the ver?
Can anyone point me to which files to edit to increase the max levels a cap ship can be trained up to. It used to be: RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPHASE0.entity RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELPSI0.entity RESEARCHSUBJECT_CAPITALSHIP_MAXBUYLEVELTECH0.entity but when I edit them and put them in the: ..\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Race Mod \GameInfo Dir th
All the listed items would be good. One thing I would like to see fixed eventually is the problem with the empire tree not updating when scrolled while the game is paused.
I haven't gotten a copy yet either. They may just be taking a while. Probably sent out on Mon or Tues USPS Media Mail so that can be up to 7 business days.
[quote]Definitely needed, superweapons in this game are a little difficult to counter short of destroying them. Not what I expected, or wanted. (That said, the Advent SW could use some little love...)[/quote] Agreed... And random events would be nice to make things interesting. :) Truth be told I think they are all good ideas. The limit on SW though should be an option at game start IMHO.
Anyone know if the limit applies to Refineries, Trade Centers, Broadcast centers? Are more than 1 per zone just insurace?
[quote]There are game elements that weren't defined in the first GF build. You also can't place every type of artifact in the game (the tool only has 4 of the 9). There is an update planned/in the works to address a handful of issues and improve elements of the tool. [/quote] Can these items be added via text editor? Also is there a thread, file, web page listing all of the items in text form (AKA: Item "Phase:Module:NonCombatLab", etc)?
[quote]Could it be that i used the ingame editor to make the map? plus i made it before the new patch. [/quote] No seems others have the problem. Think there is a fix in the Galaxy Forge Tutoral post. One thing you can do is edit one of the premade maps and change the name to XXX 2.galaxy then do it. I have one of the BIG maps I made to play around on that I gave myself about 8mill of the 3 resources, a few fleets of ships and other items. The team index is so you always appear as tha
One thing though, once a vas broke through and built a phase stabilizer on the other side the choke would be irrelevant. That would give them a leg up.
Is there a way we could mod it so more labs = more research speed or is that a hard coded thing? Since there are techs and artifacts that do speed it up I would think it would be possible. En9a9e: I have only seen that in advent.
[quote]Hi i tried adding a little more Crystal but for some reason anything that is edited in the save game file it dont take hold im guessing the bits need to be changed also?[/quote] An easier way for solo Eco editing would be to edit a map in Galaxy forge, then give the starting player0 the extra stuff and set the team index to 0 instead of -1. Of course this only does starting values but is easier
[quote]I don't think this could be used to cheat in multiplayer because the other players' save files wouldn't match and the game would complain. As for cheating in singleplayer... well, sure, but there are easier ways to do that.[/quote] Yea they would fail a CRC Check. We tested it to make sure. We found out one of the guys we were playing with was trying to use a trainer to cheat, we don't play with him any more. As for solo, I don't care what he does with his solo games.
[quote]I know this has been asked already but i was wandering if anyone could explain to me how i get to actually play my GF maps...i saved them like i was suppose to but i can't find them when i load the game with the other maps...Someone please help if you can... [/quote] Copy yhem from your Galaxy Forge Dir to the sins\galaxy file. Then load up game and go to the single player part and look under the scenario maps, it should appear in the proper size section.
[quote]There are game elements that weren't defined in the first GF build. You also can't place every type of artifact in the game (the tool only has 4 of the 9). There is an update planned/in the works to address a handful of issues and improve elements of the tool. [/quote] Cool, Thanks for the Info.
[quote]Also is there a way for the Galaxy Forge edit maps I generated in-game? I have not been able to find two maps I generated in-game so that I can modify them.[/quote] Yea, when you gen the maps you hit the button "save" after preview it. It gives it a name like new-# in the glaxy folder under sins. You can move it to the GF dir and open it or open it from the sins\galaxy folder and edit it.
[quote]Anyone know how to adjust the AI (to be more aggresive and etc....) in Galaxy Forge? I cant seem to find that function anywhere. [/quote] Saga, you do that in game when you pick AI playes. The last 2 icons are how hard they are and what they concentrate on (Aggression, ecoomics,research,etc).
Question. I made a scenario template, the made conditions for each race and began adding items. Problem is I accidently clicked on a Phase and added it to a Psi condition. I tried to remove it but couldn't get it off had to wipe the whole group just to remove one thing. Is there a way to delete items from the template group with out starting over?