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Report article RSS Feed Adding Missiles and Beam weapons to the BC304 minimod

Here is the tutorial for adding the Missiles and Beam weapons to the 304 minimod.

Posted by Epytron_Omega on Sep 20th, 2009
Intermediate Client Side Coding.

Hello,

So now that we have the BC304 installed, lets move on to adding her missiles and Beam weapons

First you will need to download the Forge Tools from www.Sinsofasolarempire.com and extract them to a new directory.
Now that you have this done, we will be needing only a couple of actual files that we will be looking at, these files are as follows:

FrigateTechHeavy.ENTITY
FrigateTechLongRange.ENTITY
CAPITALSHIP_PSICARRIER.ENTITY

and other files that I will not be covering if you wish to make the Beam weapons an ability.

Ok so now that we have these files, go into the BC304 minimod folder, and create a new folder called GameInfo.

in this folder place a copy of FrigateTechHeavy.ENTITY, and open it with Notepad.

Missiles:

Now that we have that open, we need to add the missiles to the BC304. To do this, open up FrigateTechLongRange.ENTITY, and copy the following from the file:

Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 71.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000

Now we head to the open FrigateTechHeavy.ENTITY file we added earlier, and scroll till you find the weapons section. Now that you are there, paste the copy of the code from the FrigateTechLongRange.ENTITY file under the exsisting weapon, and it should look like this:

Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 71.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000

Missiles will now be added to the 304, but if you want it to have only Railguns and Missiles, you will have to have the following code in the weapons area:

Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 71.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000

And also, above where the weapons are starts, it says NumWeapons 1. Change it to NumWeapons 3 so all the weapons will fire.

Beam Weapons:

If you want to have the asgard beam weapons, you will need to do a little bit more modding, but the NumWeapons is still going to be 3. So now we open CAPITALSHIP_PSICARRIER.ENTITY, and copy the following for the beam weapons:

Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 70.000000
DamagePerBank:RIGHT 70.000000
Range 5000.000000
PreBuffCooldownTime 7.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 1.000000
TravelSpeed 0.000000
Duration 2.500000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000

Now for it to fire right, you will need to have the weapons area set up like this:

Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 70.000000
DamagePerBank:RIGHT 70.000000
Range 5000.000000
PreBuffCooldownTime 7.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 1.000000
TravelSpeed 0.000000
Duration 2.500000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 71.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000

That should be all you need to know about adding in weapons to the 304. Now just go ingame, build yourself a 304 to test your new weapons, and that should be all she wrote. If you are still having problems, please feel free to PM me.

Post comment Comments  (0 - 50 of 53)
SanitySlayer
SanitySlayer Sep 21 2009, 2:12pm says:

How often are the beam weapons supposed to fire? only i've not seen mine fire yet, appart from that thanks, the mods great, keep up the good work

+1 vote     reply to comment
Drako474
Drako474 Sep 21 2009, 3:06pm says:

Where do you copy and paste this stuff to exactly? Do you just paste this over everything or do you put in a specific place?

+2 votes     reply to comment
SanitySlayer
SanitySlayer Sep 21 2009, 5:15pm says:

I followed the instructions above and pasted it all into the FrigateTechHeavy file in the right order and changed that numweapons to 3.
The file is saved under -->
C:\Users\Aaron\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\BC304\Gameinfo\FrigateTechHeavy.entity

Do I have to change some more numbers or something?

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 21 2009, 10:40pm says:

at Drako474, scroll till you find the weapons section and add it there.

At Sanity Slayer, do the missiles fire?

+1 vote   reply to comment
SanitySlayer
SanitySlayer Sep 22 2009, 10:17am replied:

I've had a fiddle with the numbers pasting in different beams and I think I know whats wrong with it,

It is currently,
DamagePerBank:LEFT 70.000000
DamagePerBank:RIGHT 70.000000

I decided to change these to Zero and make
DamagePerBank:FRONT 70.000000

Now it fires but from the middle of the BC304s underside, which isn't preferable. Basicly Left and right don't fire for some reason

+1 vote     reply to comment
SanitySlayer
SanitySlayer Sep 22 2009, 3:28am says:

yes

+1 vote     reply to comment
SanitySlayer
SanitySlayer Sep 22 2009, 11:18am says:

I've fixed the problem, if you scroll down under the weapons you paste in you'll find directly under it;

m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0

Change Left and right banks to one and it works;
TargetCountPerBank:LEFT 1
TargetCountPerBank:RIGHT 1

I've gotten the hang of this all now, i've even given mine fighter like movement, antimatter and the Kol Battleships abilities at level one, stronger weapons, more armor, better shields, made more expensive etc.
Thanks again for the amazing minimod

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 22 2009, 11:26am says:

you are welcome, glad I could help out a little with modding it.

+1 vote   reply to comment
SanitySlayer
SanitySlayer Sep 23 2009, 2:24pm replied:

Hi again, sorry about all of this posting, but how do you use the developer.exe? I can get it running but i don't know all the special controls to work the Debug menu.

I'm trying to get to know how to make mods for SoaSE by adapting this one to my liking, but I keep on getting minidumps.

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 23 2009, 10:26pm replied:

ctrl+shift+. gives you the debug menu. from there, make sure your caps lock is off and you are good to go to navigate it.

+1 vote   reply to comment
SanitySlayer
SanitySlayer Sep 24 2009, 2:07am replied:

How do I open the minidump saves that keeps on being saved automatically

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 24 2009, 12:19pm replied:

you can open them with notepad, unfortunately, it is mainly gibberish.

+1 vote   reply to comment
SanitySlayer
SanitySlayer Sep 24 2009, 3:26pm replied:

Yeah I gathered that much, is there a general tutorial for modding this game anywhere? I looked around but i can't find one that covers everything I need

+1 vote     reply to comment
gunslinger237
gunslinger237 Sep 22 2009, 9:48pm says:

Hey
my computer keeps getting a CRC error, data damaged sign when I try to download any of the forge tools or anything else for that matter. what do I do?

+1 vote     reply to comment
aciddrop68
aciddrop68 Sep 24 2009, 9:57pm says:

for some reason when i put the GameInfo file into BC304 it doesnt let me activate the mod becuase it stops responding

+1 vote     reply to comment
Undeadsniper2
Undeadsniper2 Sep 25 2009, 3:09pm says:

ok im confused how do you install and use the developer.exe it says its missing a .dlls file of some sort i really want to add the weapons to the BC304 mod but how do i do it? Im only a beginner modder and I have almost no idea what im doing...please explain how to do this more clearly than you already have!

+1 vote     reply to comment
SanitySlayer
SanitySlayer Sep 26 2009, 2:51am replied:

you have to place the developer.exe file in the sins directory with the game launchers for the Developer to work, as for actually working it I haven't a clue

+1 vote     reply to comment
Undeadsniper2
Undeadsniper2 Sep 25 2009, 3:10pm says:

same here when I do what the instructions above tell me to do and I try to load the mod it doesnt work anymore but if i remove the gameinfo folder it does work!

+1 vote     reply to comment
SanitySlayer
SanitySlayer Sep 26 2009, 2:57am replied:

Where are you putting the Gameinfo folder?
It should be;
C:\Users\User\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\BC304
for Vista users, and something similar for XP.

+1 vote     reply to comment
Undeadsniper2
Undeadsniper2 Sep 25 2009, 4:16pm says:

Hey Epytron_Omega can you just post the complete code for the gameinfo folder? or upload that folder then let us download it?

(sorry for the triple post ☺)

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 26 2009, 12:38pm replied:

I cannot add the GameInfo Folder for you, as I dont have just this ship installed, I have my entire mod installed.

+1 vote   reply to comment
SanitySlayer
SanitySlayer Sep 26 2009, 3:01am says:

Its a good thing that Epytron_Omega is doing it as a tutorial really and not a download, since it gives us a basic idea of modding. From this I have moved on to make the ship a Capital Ship with selected abilities, powerful shields, and given it anti-fighter weapons.

Although everytime I try to create a new ability it all blows up in my face and saves a minidump. I know roughly how to make them, just not where I'm going wrong.

A new good tutorial would be a proper way to create abilities for the Ship without it all going wrong.

+1 vote     reply to comment
aciddrop68
aciddrop68 Sep 26 2009, 11:23am says:

ok this is where i put my GameInfo file with the frigatetechheavy.entity file with the modding in it i used the beam weapons one

C:\Documents and Settings\Owner\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\BC304

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 26 2009, 12:39pm replied:

ok, so your game info folder should be located like so:

C:\Documents and Settings\Owner\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\BC304\GameInfo

when you create that, add in the basic FrigateTechHeavy.entity before you modify it, see if that works first.

+1 vote   reply to comment
aciddrop68
aciddrop68 Sep 26 2009, 2:30pm says:

ok i did that and it didnt work. would it be that my computer whenever i try to run something it cant recognize and i open with something itl change all those files to be used by that program like i use frigatetechheavy.entity and open it with notepad it will change the files main way of opening to notepad well all of them and when i have to save it it has to go as a text document or something that isnt rly the .entity file

+1 vote     reply to comment
aciddrop68
aciddrop68 Sep 26 2009, 2:47pm says:

ok nvm about it not running it mustve been becuase i used steam to run entrenchment after i used impulse it ran

sorry for the double post

+1 vote     reply to comment
aciddrop68
aciddrop68 Sep 26 2009, 4:41pm says:

wacky i went back to see if i could mod it and it had 2 miles covering it i deleted those and put the unmodded version of frigatetecheavy and now it doesnt work. would it be the program that opens it which is notepad becuase idk how to change it back to its defualt

+1 vote     reply to comment
SanitySlayer
SanitySlayer Sep 26 2009, 6:31pm replied:

Are you remembering to save the file with .entity at the end? I know that can be a problem, since I had it alot.

I've just about completed my modifications to this minimod now, it even has a fully functioning cloak :-D

+1 vote     reply to comment
aciddrop68
aciddrop68 Sep 26 2009, 8:46pm replied:

it doesnt even run when i just put the defualt frigatetechheavy.entity file with the GameInfo folder into the mod. it wont work then i think its the way my computer changes every file of that type's main way of opening into that program i try ot open with and idk how to reset that

+1 vote     reply to comment
SanitySlayer
SanitySlayer Sep 27 2009, 2:45am replied:

it doesn't matter if the computer always opens it with notepad whenever you want to open the file.
You also said just "it doesnt even run when i just put the defualt frigatetechheavy.entity file with the GameInfo folder into the mod" are you making sure that the .entity file is actually in the gameinfo folder?

+1 vote     reply to comment
aciddrop68
aciddrop68 Sep 27 2009, 10:10am replied:

yes it is i drag it from forgetools3 into the GameInfo so it should be there and the GameInfo is in the BC304 folder so it should run like all of yours

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 27 2009, 12:25pm replied:

make sure that there is no sub paths when you drag it over, like it doesnt put a forgetools3/Reference data/GameInfo

+1 vote   reply to comment
aciddrop68
aciddrop68 Sep 28 2009, 6:09pm replied:

i checked that and there was no sub folders it in the file location

C:\Documents and Settings\Owner\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\BC304\gameinfo

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Sep 28 2009, 10:26pm says:

the folder is Case Sensitive. Make sure it says GameInfo, not gameinfo.

+1 vote   reply to comment
aciddrop68
aciddrop68 Sep 30 2009, 3:08pm replied:

ok i put it as GameInfo and put the regular firegatetecheavy.entity folder in it it has no sub folders which would block it form being read by the computer and it still didnt run =(

+2 votes     reply to comment
SgtRhino
SgtRhino Sep 29 2009, 9:21pm says:

Hi Epytron, I got the mod to work for the most part but it still doesn't fire missiles or beam weapons. It just fires 4 auto-cannons. Is it still supposed to be called a Kodiak? Cause it is. Also when I mouse over it for the tool tip, the weapons section of it only registers auto-cannon damage. The model looks great though. Thanks a lot!

+2 votes     reply to comment
Epytron_Omega Author
Epytron_Omega Oct 1 2009, 12:38pm says:

SGTRhino, make sure that you change the number of weapons to 3 if you havent already. If it is still acting up, I am not sure why it would do it. And it is still suppose to be called Kodiak, I didnt change any String files.

at Aciddrop68, this is a very confusing problem of yours, I have no idea why it would act up...

+2 votes   reply to comment
SgtRhino
SgtRhino Oct 3 2009, 9:20pm replied:

The number of weapons is 3. I copied what you had exactly. Still no missiles or beam weapons.

+1 vote     reply to comment
SanitySlayer
SanitySlayer Oct 2 2009, 8:32am says:

My second version of this minimod has just been authorised by the admins, this one has fighter style movement for the BC304s and multiple beam weapon fire points.
Just click on my profile, then addons then select which you want.

+2 votes     reply to comment
J-O-Neill
J-O-Neill Oct 3 2009, 11:47am says:

okay. I have no previous modding experience, so where am I supposed to find
FrigateTechHeavy.ENTITY
FrigateTechLongRange.ENTITY
CAPITALSHIP_PSICARRIER.ENTITY
or am i supposed to make it? and how am I supposed to do all of that stuff? add it inbetween the text of an existing file? make a fresh new one and enter all that stuff? how am i supposed to use forge tools? and could you write this stuff abit clearer? i'm just an average joe who likes SG and SOASE.
p.s. I know i spelled O'niell wrong.

+1 vote     reply to comment
J-O-Neill
J-O-Neill Oct 3 2009, 12:03pm replied:

wait, do you copy the forge tools into the gameinfo folder?

+1 vote     reply to comment
J-O-Neill
J-O-Neill Oct 3 2009, 12:25pm says:

Alot of the words are in the folders found in the original game files, but many of the numbers arent, wtf?
Im so confusticated!!!

+1 vote     reply to comment
J-O-Neill
J-O-Neill Oct 3 2009, 12:29pm says:

Alot of the words are in the folders found in the original game files, but many of the numbers arent, wtf? I'm so confusticated!!!

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Oct 3 2009, 9:06pm replied:

you need to download the FORGE TOOLS from the Sinsofasolarempire website, they have the correct versions of the files that you need.

+1 vote   reply to comment
Kunthal
Kunthal Oct 28 2009, 5:05pm says:

Ummm... I have the same problem as aciddrop68. When I used the developer.exe, i get a bunch of errors when i try to enabled the mod. I ran it a LOOOONG time ago on regular SINS, and it worked fine. But that was without the missiles and beams.

PS I have entrenchment now

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Jan 4 2010, 11:06am replied:

there are certain changes to entity files for Entrenchment, are you using the Entrenchment Entity Files?

+1 vote   reply to comment
Zig92
Zig92 Nov 6 2009, 2:33pm says:

Epytron Omega I've tried 2 down load the Forge Tools but I can't find were I need 2 put them

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Jan 4 2010, 11:07am replied:

put them anywhere. Are you running Vanilla Sins or Entrenchment?

+1 vote   reply to comment
Xellolath
Xellolath Dec 6 2009, 3:26pm says:

Hello
I tried to add the weapons to the BC304 but it always shutdown when I activate the mod. I followed the instructions but with no success. It always safe it in Minidumps and I have no idear why or what I can do with it. I think I make a mistake with the copy-and-past-part. But the good thing about it is that at least I can see the 304 in the game =)

(I hope you can understand what I want to say. I know my english isn't the best. sorry for that)

thanks
Xellolath

+1 vote     reply to comment
Epytron_Omega Author
Epytron_Omega Jan 4 2010, 11:07am replied:

Are you running Vanilla Sins or Entrenchment?

+1 vote   reply to comment
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Released Dec 23, 2013
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