2 Modding ideas I'd like some help on

Hey All, I've been playing Sins for about 2 weeks and I really like the game. I like the structure of how the game focuses on the combat and raising a military force instead of focusing so much on the aspect of economic babysitting. I also love the graphics and effects in game. The map editor is great I've made a half dozen maps already and have new concepts popping into my head daily for additional maps.

There are a few things I'd like to mod but have no idea how and I figure some of you would be or could be interested in these too and want to help or show me the way.

One of the only things about combat I don't like is the lack of variety in ship types. It appears there are about a dozen different ship types to choose from. With as heavy emphasis as there is in the combat of the game I'd like to add more. A lot more. I know the production costs for adding content to a commercial product is high blah blah blah, I just want to add more ships. I would start using the same models as already exist, just a lightly equipped model and a more deluxe version of the ship. Maybe just tweak the color of the laser pew pews. Or the texture mesh a bit. I have no idea how though to add a ship in the UI console if it is even possible, for when you would want to build it. So anybody who does know please share that info please and thank you.

Another thing I'd like to change is the tendency for ships to not move in combat. I think it does kinda make it pretty bland when you view movies of it. Aside from creating way points and having ships fly to thoese while also shooting. I'd like to figure out how to give ships an inherent ability to stay mobile, even if its orbiting or randomly flying around the target during battle. If anybody knows how to do that please also pass that along, please and thank you.

Thanks,
JBD
5,562 views 11 replies
Reply #1 Top
1. Just add it to the Player*whatever*.entity file.

2. You can't.
Reply #2 Top
Ok maybe I wasn't being specific enough. I have no idea how to go about creating a ship. Can someone point me in the direction of a tutuorial on how its done or on which files need be edited, maybe any thread which covered this before.

I have been unable to find any documentation on this.

Thanks,

JBD
Reply #3 Top
Copy an existing ship, then do what I said above. It's in the modding pdf.
Reply #5 Top
In Gamedata..under frigate_*race*_type.entity, fighter_*race*_type.entity, etc.
Reply #6 Top
Where are the ship files located?
End of quote


The documentation you're looking for is part of the downloadable beta mod pack, on the site's Downloads section. It walks you through setting up a mod, and modifying some ship stats and adding/replacing default ships - should definitely help you get started.
Reply #7 Top
hmmm ok, I've given it a shot, but I've not had much success. I have no idea what the majority of these variables mean and though I'd love to just dump a bunch of numbers in here there are so many variables that would more than likely give me some CTD's. Does anybody have exprience putting in a new ship into the game?

I'm not talking about revamping the ships. I want to add supplementry cruisers and frigates into the game. So instead of a total of 10 different ships like 25-50 when ts all done. Added 1 by 1. Anybody been able to add even one additional ship so far?

Thanks,

JBD
Reply #8 Top
To add a ship easily:

In the Game Info Folder there is a file for each ship. You can cpy an existing ship and rename it. You now have a new ship. You then need to go into the Player*.entity file (where * = the race you are adding the ship to) and add your new ship to one of the frigateinfo pages. I have not successfully added any ships to the capital ship pages. Now that you have your new ship added, you can edit your ships .entity file to change it's weapons, armor, shields, etc. Also in the .entity file is the mesh that the ship is using during the game. Once you get a new mesh created and placed into the meshes folder, you can change the mesh name in the ship's .entity file to use the new mesh. As for making new meshes, I have not gotten there yet, but yes, new ships can be added following the steps outlined above.
Reply #9 Top
By the way, I believe the number of capital ships allowed on the capitalship pages is hardcoded into the .exe file that starts the game. I have attempted to modify the .exe to open more slots but have not been successful. If anyone has any more info on this, I would appreciate it.

Also, I believe we are limited to 9 frigates per page. One page is actually the frigates, and the other is the cruisers. What this means is that currently, the game is limited to something like 23 ships per race, unless there is some other kind of work around.
Reply #10 Top
I think (it's been a long time since I've checked the files) that there's a value for deacceleration of a ship.

AKA: Setting it to zero would make the ship constantly move (however, this would likely bug up hyper spacing)
Reply #11 Top
Just some fun little facts from lessons learned. You have a current hard coded limit of 10 frigates, 10 cruisers, and 5 cap ships. Not sure about cruisers, but most definatly for cap ships, you can have only 2 types of strike craft squads. Sure, they can be two completly different types from one capital to another, but you cannot have more than 2 types.