I recently got back into playing Sins after discovering that my roommate is also a fan. After a particularly CPU-killing Us Vs 6 AIs, we got to talking about playing a mod that would reduce the number of ships empires could build, and came up with a few ideas that were a bit more interesting than "reduce the supply cap".
I decided to start things off simply by just fiddling with the Kol battleship before I started really getting my hands dirty. I used the ConvertData_OriginalSins.exe to convert the CAPITALSHIP_TECHBATTLESHIP.entity from the Sins\GameInfo directory into a text file. I then copied it to C:\blahblah\Sins of a Solar Empire\Mods-v1.191\Test\GameInfo, made my adjustments, then loaded up Sins, went to Mods, selected the Test mod, clicked Enable Mod, and poof! The game crashes with a Minidump error. I think, "Silly me, I forgot to convert it back from a txt to a bin!" So I did that, loaded up the game, and once again get a Minidump crash.
So I downloaded the ForgeTools, copied the relevant file from the ReferenceData directory, modified it, and once again got a Minidump error. I tried as both bin and txt, and both resulted in a Minidump error.
I downloaded harpo99999's 1.191 ReferenceData, modified the Kol datafile, tried as both bin and txt, same result.
I install Entrenchment, same result.
I install Diplomacy, same result.
I try the totally unmodified CAPITALSHIP_TECHBATTLESHIP.entity from the core Sins\GameInfo folder, same result.
I downloaded the RealCapitalShips mod (last updated March 2009), same result.
I downloaded the FlagshipMiniMod (last updated September 2010), same result.
I used Harpo's bintxt GUI converter, same result.
I used the ConverData_OriginalSins.exe from Harpo's GUI converter, same result.
At this point, I don't know what else I can try. I'm using Notepad++ to edit the text files, I don't know if it's known to cause any issues. I have a few questions to help me narrow down what the issue might be (though if you know a straight-up fix, that's good too):
1) Does a mod directory only need to contain the .entity files that it alters, or do certain .entity files have dependencies that must be included, even if they aren't changed?
2) Does it matter whether the mod's files are in txt or bin format?
3) Related to 1), do all the .entity files need to be included in the mod directory?
4) If a file like CAPITALSHIP_TECHBATTLESHIP.entity is only found in the Core GameInfo folder, can it be copied into Entrenchment or Diplomacy's mod directory and used to mod things only when playing one of the expansions?
That's all I can think of, any help would be much appreciated.
Edit: I just tried copying the entire Core GameInfo folder into the Mod directory, and tried loading it as a mod. It worked, but of course gameplay was still stock. I'm next going to converting one file in the working mod directory to text, edit it, then change it back to a bin, and see if I have any success.