Exceeding Capital Ship limit of 16.

Needs steps as to what do next.

February 9, 2010 7:26:24 PM

I managed to get the file now.

Here is what I can copy...

entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH1.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH2.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH3.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH4.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH5.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH6.entity"
entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity"

So, what do I do next?

I would like to change the limit on my capital ships from 16 to say something like 30?

Do I change that last number to 30 or what?  Then paste that line on to the other file in the game?

Please help...Thanks!

 

P.S. I also posted this on my initial help request back in Dec. 09.

5,245 views 8 replies
Reply #1 Top

Alright, hopefully I'm not forgetting a step...

1. Create a new folder in the mod folder of your Sins of a Solar Empire Mod Folder.

2. In that folder, Cretae another folder called GameInfo.

3. Paste all of the Capitalship tech reserach into that folder.

4. Open each research with a text editor like Notepad. Convert them to readable text format if necissary.

5. Change the line appropriate line (I don't remember the name right now, but it should be obvious after reading it) to the number of capital ships desired at that research level.

6. Enable the mod in the options on the main menu and enjoy.

Reply #2 Top

GoaFan, is this supposed to work with just about any minor modding?  I tried to do a quick mod to Diplomacy, A star Base Mod I called it, and inside it I made a GameInfo folder, and inside that I placed the 3 starbase entity files.  Mod showed up in Dip. and when I tried to enable it, I got a mini dump.  Now I am sure I failed to do something, I just need to know what.

-Rezulin

Reply #3 Top

^Where did you get the starbase entity files from? Did you edit those files in any way? Did you add or rename any files?

Reply #4 Top

I don't have a mod folder in Sins...and after spending a few hours trying to find it, I will no longer care about changing anything else in this game. 

It is what it is.

Thank you for taking the time to give me the steps above... :}

Reply #5 Top

I got the three files from another mod ( Mad Scientists mod)  and it functions well.  I did alter the files a little bit, I changed the max points from 8 to 17 for tec, 19 for Vas, and 20 for Advent.  I did not change the names of the files in any way.  I do not have any kind of manifest file anywhere in the Mod I am trying to create.  Although the MS mod did have one (he is a real modder unlike me).  I am only trying to modify the number of points the Starbases have for upgrades, so that they can use it all.

-Rezulin

Reply #6 Top

entityName "RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7.entity"

 

Just to note.

 

TECH = TEC faction

Tech7  = Refers to the 8th upgrade.

 


The value within the file that is "     Max capships ..... perLevelValue 10.000000"

That is the AMOUNT ADDED to the cap and not the cap itself.

Reply #7 Top

Quoting sydneyki, reply 4
I don't have a mod folder in Sins...and after spending a few hours trying to find it, I will no longer care about changing anything else in this game. 

It is what it is.

Thank you for taking the time to give me the steps above... :}
End of sydneyki's quote

Go to the mods sections from the options in the menu. Click the show mod path button. It will create a folder for you and give you its location.

Reply #8 Top

shuazoid, yes that IS what it means. IT is how much you add too that specific lvl. Another fun thing to do when modding is to change the RESEARCHSUBJECT_MAXSHIPSLOTSTECH0.entity (or the advent and vasari as well) and change the amount of total ships you can have (be careful here, because too many may cause your computer to lag a LOT) and also maybe even change the amount of Tax the research applies per lvl. Just some added ideas for you.