No more militia?

Is it possible?

I tried out SoaSE (ooh, fun abbreviation for the Dutch) and I'm loving it. Every facet of it, including the militia and such.

But I've also been playing around with the idea of creating a small comic set partially in space for another forum I frequent and to that end I was building a galaxy in the Galaxy Forge.
I know the game is highly moddable and not at all that hard to do simple modification (if I understand completely), but I was wondering if you can't have the local militia disappear completely. Do note that I have NO experience with modding and coding, what-so-ever.
It would certainly make creating a comic a lot easier.

Thank you.

EDIT: Give me some hints where to look and what to change or, if somebody has the time and is feeling particularly generous, edit some files/create the mod for me?
7,097 views 13 replies
Reply #1 Top
Edit: WWW Link for the file. Keep in mind that if you have "Neutral colinies" maxed on the map designer (or in galixy forge how ever that works) there will be milita planets just no combat ships in orbit.


it is possible to do if you modify a few files wich determine the milita spawn for a planet. i think it was the GalaxyScenarioDef.galaxyScenarioDef, download the mod tools, and then find the game reference data, and open the file stated above, around half way down is the following. if im correct this is what you would need to modify (i personally haven't tried this). hope it helps.

PlanetItemsTemplate
templateName "Template:LocalMilitiaVeryWeak"
subTemplates 0
groups 2
group
condition
type "PlanetOwnerIsMilitia"
param ""
owner "PlanetOwner"
colonizeChance 0
items 6
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light
item "Tech:Module:CrystalExtractor"
item "Tech:Module:MetalExtractor"
item "Tech:Module:GaussDefense"
group
condition
type "NoPlanetOwner"
param ""
owner "RandomMilitia"
colonizeChance 0
items 2
item "Tech:Frigate:Light"
item "Tech:Frigate:Siege"
planetItemsTemplate
templateName "Template:LocalMilitiaVeryWeakUncolonizable"
subTemplates 0
groups 1
group
condition
type "Always"
param ""
owner "Pirate"
colonizeChance 1
items 2
item "Pirate:Frigate:Scout"
item "Pirate:Frigate:AntiFighter"
planetItemsTemplate
templateName "Template:LocalMilitiaWeak"
subTemplates 0
groups 5
group
condition
type "PlanetOwnerIsMilitia"
param ""
owner "PlanetOwner"
colonizeChance 0
items 6
item "Tech:Frigate:Light"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Siege"
item "Tech:Module:GuassDefense"
item "Tech:Module:MetalExtractor"
item "Tech:Module:CrystalExtractor"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param ".5"
owner "PlanetOwner"
colonizeChance 0
items 4
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:AntiFighter"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param ".5"
owner "PlanetOwner"
colonizeChance 0
items 3
item "Tech:Module:GuassDefense"
item "Tech:Module:GuassDefense"
item "Tech:Module:GuassDefense"
group
condition
type "NoPlanetOwner"
param ""
owner "RandomMilitia"
colonizeChance 0
items 3
item "Tech:Frigate:Light"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Siege"
group
condition
type "NoPlanetOwnerWithChance"
param ".5"
owner "RandomMilitia"
colonizeChance 0
items 2
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
planetItemsTemplate
templateName "Template:LocalMilitiaMedium"
subTemplates 0
groups 6
group
condition
type "PlanetOwnerIsMilitia"
param ""
owner "PlanetOwner"
colonizeChance 0
items 10
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Siege"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"
item "Tech:Module:HangarDefense"
item "Tech:Module:CrystalExtractor"
item "Tech:Module:MetalExtractor"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param ".5"
owner "PlanetOwner"
colonizeChance 0
items 5
item "Tech:Frigate:LongRange"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:AntiFighter"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param ".5"
owner "PlanetOwner"
colonizeChance 0
items 4
item "Tech:Frigate:Siege"
item "Tech:Frigate:Siege"
item "Tech:Frigate:AntiFighter"
item "Tech:Module:HangarDefense"
group
condition
type "NoPlanetOwner"
param ""
owner "RandomMilitia"
colonizeChance 0
items 4
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Siege"
group
condition
type "NoPlanetOwnerWithChance"
param ".5"
owner "RandomMilitia"
colonizeChance 0
items 3
item "Tech:Frigate:LongRange"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:AntiFighter"
group
condition
type "NoPlanetOwnerWithChance"
param ".5"
owner "RandomMilitia"
colonizeChance 0
items 3
item "Tech:Frigate:Siege"
item "Tech:Frigate:Siege"
item "Tech:Frigate:AntiFighter"
planetItemsTemplate
templateName "Template:LocalMilitiaStrong"
subTemplates 0
groups 10
group
condition
type "PlanetOwnerIsMilitia"
param ""
owner "PlanetOwner"
colonizeChance 0
items 10
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"
item "Tech:Module:HangarDefense"
item "Tech:Module:MetalExtractor"
item "Tech:Module:MetalExtractor"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param "0.3"
owner "PlanetOwner"
colonizeChance 0
items 5
item "Tech:Frigate:LongRange"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:Heavy"
item "Tech:Module:GaussDefense"
item "Tech:Module:HangarDefense"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param "0.3"
owner "PlanetOwner"
colonizeChance 0
items 8
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Heavy"
item "Tech:Module:HangarDefense"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param "0.3"
owner "PlanetOwner"
colonizeChance 0
items 5
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Heavy"
item "Tech:Module:GaussDefense"
group
condition
type "PlanetOwnerIsMilitiaWithChance"
param "0.3"
owner "PlanetOwner"
colonizeChance 0
items 5
item "Tech:Frigate:Siege"
item "Tech:Frigate:Siege"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Module:HangarDefense"
group
condition
type "NoPlanetOwner"
param ""
owner "RandomMilitia"
colonizeChance 0
items 5
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Siege"
group
condition
type "NoPlanetOwnerWithChance"
param "0.3"
owner "RandomMilitia"
colonizeChance 0
items 3
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:LongRange"
group
condition
type "NoPlanetOwnerWithChance"
param "0.3"
owner "RandomMilitia"
colonizeChance 0
items 5
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Siege"
item "Tech:Frigate:Siege"
group
condition
type "NoPlanetOwnerWithChance"
param "0.3"
owner "RandomMilitia"
colonizeChance 0
items 4
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Light"
item "Tech:Frigate:Heavy"
group
condition
type "NoPlanetOwnerWithChance"
param "0.3"
owner "RandomMilitia"
colonizeChance 0
items 4
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Light"
item "Tech:Frigate:Siege"
item "Tech:Frigate:Heavy"
Reply #2 Top
Sorry, that file pretty much crashed the game and gave me a minidump.
Thank you for the help though!

Any other takers?
Surely it must be possible?
Reply #3 Top
oh? that's funny. didn't give me any problems what so ever with the dev tool. ran it again, and no problems that i can see what so ever. what version of sins you running? and be more specific on where it crashed. meh, just tried it again, does not seem to do quite what i wanted it to, oh well. like i said, i didn't bother editing this file before.
Reply #4 Top
Downloaded the latest patch from the frontpage, so that's the version I'm running.
And it crashed on startup.

Probably was something I did?

I'll try again.

EDIT: No. Keeps crashing as it tries to go to the main menu.
Reply #5 Top
k. well either way, when i run it in the dev tool that comes with the mod tools there is no problems. only thing i cant figure out is how to completly and utterly eliminate the militants but i think it might have something to do with the map as well. Just looked at a map in notepad and i do believe i may have found out the reason why i cant get rid of the pesky militia (the file i posted tried to eliminate them from the game, not the map, that could be what the problem is, going to try something now and see if it works.)

Edit: well, i know if you want to add more militia to each planet you edit what i posted above but apparently it does not work in reverse.
Reply #6 Top
sorry i couldn't be of any more help, tried everything i can think of.
Reply #7 Top
Thanks for helping dude.
Looks like I'll have to methodically eradicate all the militia from the my galaxy if I want to start making the comic.

Thanks again!
Reply #8 Top
you making it from screen shots?
Reply #9 Top
Yeah, that'll be the plan.
But having the local militia showing up every planet I visit and having them be violent to me won't do.

... say, it wouldn't be possible to make them not agressive towards me, right?
I mean, any ship I won't have to create is a bonus to the population of the galaxy.
Reply #10 Top
ok, i found out why it wouldn't work and why i didn't notice it. i got a working version now. ill upload shortly.


EDIT: ok i gave this one more try, it SHOULD work, it worked flawless when i fully tested it. WWW Link


just make sure you add it into your default mods folder and enable the mod. sorry bout earlier tho. im a tad bit tired and totally butchered part of the file lol... that's why it would not work. made way too many mistakes. this one works perfectly tho. hope it helps you out.

EDIT 2: let me know if you need anything specific as far as modding the vanilla ships go ^^. i don't do modeling but i can get pretty creative.
Reply #11 Top
I'll try it out as soon as possible.
Going out now and stuff, but I'll be back to give you an update on this.

Thanks again for all the help you're giving me!

And the standard ships will do just fine, thanks.
Reply #12 Top
not a problem. i tested it 2ce and both times it worked in both normal and in the dev tools. there are no errors what so ever that popped up. at any rate, hope it works out well for you. if it does not work ill need you to enable the debugging info and post it here on this thread.