Starpoint Gemini Warlords

Starpoint Gemini Warlords

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Astarte 3 4 Feb, 2017 @ 9:28pm
Newbie Modder... what am I doing wrong?
For the sake of responses, I posted this in the Modding subforum as well. I also was unsure of where this question would actually go between workshop and modding.

I have recently decided to try modding out. Nothing big. Just editing the shield values for carriers cause as we all know, carriers are somewhat "why bother" right now what with being both inferior in combat and gameplay perspective (no sheilds). I also have been trying to work the game to allow carriers to have cloaks (oddly enough, if you go into the borealis.shp file, you will find close to the bottom is a cloak method specifying even the hitpoints the cloak would have (reason you don't get one is because the "Cloak" value at the top is set to 0 instead of 1)).

Nautrally, I did what anyone who finds the key to altering ships does: I personalized. Added some sheild power, a small amount of soak, sheild regen, and added significantly to the energy banks and recharge. I also set the cloak value to 1, so that it presumably could actually recive a cloak. I am not one of those people who favors OP stuff, so I increased the pricetag by 20 million.

After all, all of the modifications I made are only really to level the playing feild with the cheaper, more practicle, more powerful, and really better in every way (except mabey looks and hangar size... but as it is neither of those have a perceptible impact on combat ability) dreadnaughts.

I saved the file with all of the changes, and loaded in the game. I activated the "Cheat Mod" so I could right off the bat get the ship and verify it functions with the updates. Created a new character just to be safe. When I got to the shipyard, I saw... exactly no change. The Borealis's origional pricetag, sheild strength, and lack of a cloak all still were there. I reopened the borealis.shp file, and saw that the changes I made were all still there. I tried restarting the game again, and again there was no change at all. It is as though the game is not paying attention to its own file... in spite of the fact that I saved the changes and can open the file up anytime and see all the changes I tried to make staring me in the face, the game doesnt seem to realize that I altered something.

I would assume if the game did not like me adding a cloak to a ship that has never (at least in practice) had one, it would just crash or not load. But it is loading. And I can look at the ship and see that not only is there still no cloak, but also the pricetag and sheild (which have nothing to do with a cloak) have not actually been changed like the file says they have been.

So I need to ask... what did I not do? Why, in spite of the fact that the changes I made to the file all still are there right in the file, have none of them actually taken effect in the game?
Was I toying with the wrong file? Set of Files? Is there something I need to do for it to take effect, like maybe delete the ship folder, or rename the file?
Last edited by Astarte; 4 Feb, 2017 @ 9:32pm
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Showing 1-8 of 8 comments
danijel  [developer] 13 6 Feb, 2017 @ 5:23am 
I'd suggest packing up the modified files and sending them over to modding@starpointgemini.com so we can take a look directly into the files :).
Astarte 3 6 Feb, 2017 @ 8:51am 
I actually just got the mod to work last night. Thanks for pointing me in the right direction.
:)
danijel  [developer] 13 6 Feb, 2017 @ 2:45pm 
Originally posted by Aseron:
I actually just got the mod to work last night. Thanks for pointing me in the right direction.
:)
That's great news!
Astarte 3 6 Feb, 2017 @ 5:16pm 
Quick question... where are the text files for the fighter's equipable heavy weapons (and only those of the fighters)? Part of my mod is a a vastly increased fighter capacity for carriers. However, an unexpected glich arose from it. For whatever reason, when I launch fighters while within engagement range of an enemy, the fighters shoot their missiles or bombs immediately: right into the rear of my carrier. I can only assume that they fired at the enemy, but the AI controling their firing alogrithms did not account for any objects in the way like say my ship. I guess there are two ways to remove this bug. First is to alter the damage settings so that missiles launched from fighters launched from the player's ship pass right through the player ship and for the missiles to treat everything as etheral objects except for the intended target. This one might be harder to acomplish, but has the benefit of truely ensuring that the only one affected by the fighters is the enemy. The second is to reduce the range of all heavy weapons (that is what I have detirmined what they are... there were no telltale light beams that would indicate light weapons) that the fighters have equipped to between 1 and 1.5 kilometers. This one might be easier to do, as I think it would only require alteration to one text document or one text document per fighter type. But this could lead to me adjusting the targeting algorithm that the fighters have (hard), and also has the drawback of not truely solving the problem, only migitating it.

I will be looking through the files in hopes of finding the proper text document for either of these fixes, but would still appreciate it if someone could tell me where the weapon data is located and/or where the collisions data is located. Or even the simple names of the text documents so I can search it in the SPGW folder.

On second thought, it is entirely possible that it is not launching bombs at all, so much as the fighters crashing into the carrier. Although it would seem odd, since it only seems to happen when in motion.
I guess I could try making the fighters etheral themselves but only to the playership. But that brings me back to the collisions settings file.
Last edited by Astarte; 6 Feb, 2017 @ 5:27pm
Mo¡stDreams 5 26 May, 2017 @ 9:59am 
I would think your hunch is correct, just don't take it as a fact. Reason to think so is starting a new game over and over as we modders do, one thing I noticed was if I fly slow enough when the first lot of ships begin to spawn around Condordia they always ram into my ship probably due to my proximity to their spawn locations.

Just gotta say I am eager to get hands on time with your updated mod!
Last edited by Mo¡stDreams; 26 May, 2017 @ 10:00am
AXC629 5 Jul, 2017 @ 5:43pm 
So what did you do to get your file to work properly when you load into the game? What was not working correctly?
Astarte 3 25 Jul, 2017 @ 3:40pm 
Turns out that the ship price is located in a different file. The Ships.wdt to pe specific.

But the real problem was simple. You are simply not suppose to make changes directly to the game files. I was trying to change the game, not mod it. What I needed to do was simply make a copy of the files I used and directories leading to them and put them into a folder (that would become the mod's folder itself) -- that folder must be placed in the mods section.

Turns out everything was working fine... just placed in entirely the wrong place to affect the game.
AXC629 25 Jul, 2017 @ 10:15pm 
Originally posted by Aseron:
Turns out that the ship price is located in a different file. The Ships.wdt to pe specific.

But the real problem was simple. You are simply not suppose to make changes directly to the game files. I was trying to change the game, not mod it. What I needed to do was simply make a copy of the files I used and directories leading to them and put them into a folder (that would become the mod's folder itself) -- that folder must be placed in the mods section.

Turns out everything was working fine... just placed in entirely the wrong place to affect the game.

Thank you....
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