Added New Race - How do I start it with shipyards?

Hi!

I'm a little bit a modding newbie, but I did make a new race that is just a mix of Advent and TEC. Everything works fine except for one thing: When I use that race in the game, I don't start with any shipyards like when I play a normal race. I prefer playing random maps, so its not something I want to add with the map editor. Is what I'm asking even possible?

I tried searching the forum for possible answers to this question but I didn't find any posts that seem to relate to it. I'm sorry if someone has answered it before.
32,010 views 7 replies
Reply #1 Top
here's a section of code from my "fourth race" thread that will help... I just copied everything pertaining to the GalaxyScenarioDef file from that thread...

********************

In GameInfo: (Folder)
GalaxyScenario.def (common file) (list of added lines below)

playerTypeCount 5 (Add one to this line, and insert the next three lines)
playerType
designName "Fourth"
entityDefName "PlayerFourth"

(just below that, add this where it shows up)

groups 4 (add one to the number, and add all the next lines (keep Tech items until later)
group
condition
type "PlanetOwnerIsRace"
param "Fourth"
owner "PlanetOwner"
colonizeChance 1
items 3
item "Tech:Module:FrigateFactory"
item "Tech:Frigate:Constructor"
item "Tech:Frigate:Constructor"

(a lot further down, add in the "Fourth", and add one to the numbers (the Themes are not as important if you are using Tech information, and the fourth picture set is incomplete, and is currently used as NPC, which I moved to another location because it fits better located just past the TEC players to the right)

validPictureGroups 4
pictureGroup "PlayerPhase"
pictureGroup "PlayerPsi"
pictureGroup "PlayerTech"
pictureGroup "PlayerFourth"
validThemeGroups 5
themeGroup "PlayerPhase"
themeGroup "PlayerPsi"
themeGroup "PlayerTech"
themeGroup "PlayerFourth"
themeGroup "NPC"

This will get you started, more may be necessary to run certain maps, but the other templates can be filled in with similiar additions)...
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Reply #2 Top
Thank you very much! That's exactly what I needed! :D

::Runs off to play::
Reply #3 Top
Helioforge, how do you get the research for that working ?

I'm trying to get a vasari structure into TEC without success.

Even if you can create a 4th race out of 2 others, how do you define its research tree ?
Reply #4 Top
Well, Apricot, I've only done enough research to change the capital ship slots...

If you start in the PlayerPhase and PlayerPsi files, going down past the ships, you will see a hundred or so research entries... ...Copy all the files you want to research from these lists, and change their name to reflect your new race, and in your new PlayerFourth file, change all the research entries that you want to keep, to reflect the race name...

There will be some major overlapping of places, so start with a blank list and build it up from there, making sure you don't overlap...

When you do overlap the buttons, you will need to find out where the coordinates for them are...


Hope this gets you started...
Reply #5 Top
Logical, but my problem is actually beyond that and I was hoping you had solved it.

What I'm finding is that adding the research to the list isnt enough. It simply wont appear. When you create complete new files, it still wont appear unless you change the icons and strings, and then it crashes.

There is something else you need to do to get research working, and I was hoping you knew it :)
Reply #6 Top
When you say "completely new files", Do you mean you started from scratch from Notepad?

I'm asking because when I create new files in notepad from scratch, the file attributes are missing something that SINS needs, and it sounds like what you're describing.

To fix it, I had to cut and paste the whole file text into a copy of a stock SINS file, in order for SINS to recognize it...

Reply #7 Top
Actually, I simply renamed an existing file and modded that. :)

Latest hint is that the issue is in a file in the strings directory. Hopefully I'll check that out today sometime.