I feel so stupid. Indeed, I forgot the GameInfo folder. *sigh* Thought of everything, everything but that. Thank you.
Icdan
I bought Rebellion today and first thing I wanted to do was mod the mines out :D However, even though the mod is activated, it has no effect. I can still research mines. I made a separate folder, put the entities in there I wanted to edit, edited them with Notepad++ I used the .76 ref files from Harpo btw. It even says in the Notepad file that my mod is activated. Would anyone know what it is?
Edit: Figured it out
But, it is so that when you buy Rebellion at Stardock and play it, it will say 'In-game' and not 'Non-Steam game' ?
Brewber, then you are not doing it good. I've always had starting positions the way I wanted them to. Always been able to start wherever I want. PM me otherwise? Although, could be an error in the new GalaxyForge, if you are using the new one?
I think 99% of the people who ask about a new feature in GalaxyForge ask about Copy, Paste and Undo. Why have they not given it?! D:
It was a wild guess :D Thank you, again, Harpo :) You're a great help to the forums :)
Rebellion includes all the content and story from vanilla Sins, Entrenchment and Diplomacy (Trinity). The only thing Rebellion will not have, unlike Trinity, is separate .exe's for every different expansion of the game. So for example you won't be able to start up just Entrenchment or vanilla Sins, but you will play with the content that came along out with Entrenchment.
I thought about that, and had added anti-matter to the planet modules (I didn't think about making it a passive). It works fine even though Phase Missile Swarm is a multiple level ability. Only when I buffed the power of the planet modules it started lagging. Once I took away that buff, so that the Phase Missile Swarm is essentially level 1 and only does 200 damage, it stopped lagging.
Well, 1 of the things I did was to the Phase Missile Swarm ability from the Volkuras Desolater to the Missile Defense platform. To gain the maximum effect of the ability I edited it thus that level 1 would have the same amount of damage as level 3. However, level 2 remained the same thus the power would decrease for the ship at level 2 and be at it's original amount again at level 3. Sooo: Level:0 600.000000 Level:1 400.000000</strong
I only edited the power of abilities, nothing else.
EDIT: Okay, it has something to do with my own mod, but I don't know which exact file it could be. Help? Edit 2: Deleted files from my mod and fixed it, files that modded abilities and the defense guns. Anyone know why they would have caused lag?
Should be possible though when Rebellion is released. For example with Last Flagship standing, a player would be defeated when his Flagship dies right? (Not in the Beta so I don't know exactly) You would think that with some nosing around you might be able to apply that to other objects, for example if a certain planet is taken over. 'The planet is under our control, well done Admiral!' Strings and stuff is too technical for me - a noob :D &n
Hellboy here has a good point. Lots of people want a campaign. Why haven't any experienced modders stepped to the challenge?
Not long at all. In fact I think they're pretty short. Maybe even shorter than most of the standard-map ones. I can mail you the map if you want?
I made a new map to purely test. 1 star, 14 planets. 14 phase lanes. Each planet in GalaxyForge edited to have LocalMilitiaVeryWeak. Still get the problem. What could it be?
Then off to editing and hoping for the best... Thanks for the help Harpo :)
It's the bottom option, in the same row of Game Options as Locked/Unlocked Teams. If it's on Locked Teams than it'll say 'Locked Allied Victory', if you have Unlocked than it'll say 'No allied victory' or 'two allied victors' for example. Which still sucks, even when you're on locked teams and you win, the other guy still cancels all pacts etc. He'd attack you if it was NOT locked.
1 star. 85 planets. Average of 3 phase lanes per planet. I have no idea howmany planets with a larger militia. I didn't even know you could edit that. EDIT: I THINK it's the militia that does it, but why did it only start lagging from when I made that map? Also, how would I edit the militia then? EDIT2: I have figured out how to edit the militia, however, is there a way to do it without editing 1 planet at a time?
I added some resource asteroids to planet entities and started playing my on my own GalaxyForge-made map. ...aaaaaand the game started to lag. It doesn't run smoothly anymore. Does anyone know what might be the problem? I haven't done anything different than usual. It's only on my own map that I have this problem, not any pre-made maps.
EDIT: Figured it out already
Riiiiiiiiiiiiiiiiiiiiiiiiiiiight, I overlooked a small thing. Entrenchment also has the CAPITALSHIP_TECHBATTLESHIP.entity, I didn't see that when I first looked there. Dammit, I hate making that sort of mistakes. Files work now, thanks! EDIT: And a new error arose once I loaded the game, this is alien to me though. Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/File/FileSystem.cpp(307) bResult == TRUE</em
I have compared the original (after figuring out how to convert) with the reference file one, not a single thing is different. I'm curious though, the error says 'line 287' but there is no line 287 in my .entity. It goes until 257.
So i've been trying to create a small mod for personal use but it keeps minidumping. I've only been editing stats, nothing else. An example of what's wrong: Text FileArchive missing Label. File: C:\Users\Liam\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34\Maelstrom Self\GameInfo\CAPITALSHIP_TECHBATTLESHIP.entity Label: weaponCooldownDecreasePerc Line Number:287 Line Con
Ah, yes that would explain it then. Thank you kindly, sir!