[Solved] Adding Research to Entrenchment

Hi there folks me again.

So I wanted to add two thingst to Research. Although I managed to add them into vanilla Sins, I can´t seem to figure out what I´m doing wrong with Entrenchment though? I followed the same procedures as with adding a research to vanilla Sins.

I´ll get into the specifics now, note I´m using frontier0.9b mod to edit on:

1. Research -> adding Capitalshipfactory to be researched

- I added new research named "RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE"

TXT
entityType "ResearchSubject"
hudIcon "HUDICON_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE"
smallHudIcon "HUDICON_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE"
infoCardIcon ""
NameStringID "IDS_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE_NAME"
DescriptionStringID "IDS_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE_DESCRIPTION"
researchWindowLocation
    block 0
    pos [ 0 , 3 ]
ResearchField "Combat"
Prerequisites
    NumResearchPrerequisites 0
MinimumArtifactLevel -1
BaseUpgradeTime 80.000000
PerLevelUpgradeTime 5.000000
BaseCost
    credits 1500.000000
    metal 200.000000
    crystal 300.000000
PerLevelCostIncrease
    credits 100.000000
    metal 25.000000
    crystal 25.000000
Tier 3
onlyWorksIfTierLabsExist FALSE
MaxNumResearchLevels 1
priority 0.000000
researchBoolModifiers 0
researchFloatModifiers 0
artifactPicture ""

- added the research into String File and changed numstrings according to entrys (+2)

StringInfo
    ID "IDS_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE_NAME"
    Value "Capital Ship Factory"
StringInfo
    ID "IDS_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE_DESCRIPTION"
    Value "Grants access to Capital Ship Factory, enabling Capital Ship Frames to be build. A mayor breakthrough for advanced Deep Space Operations.

 

- added Icons to "Unit_Hud_CursorOver", "Unit_Hud_Disabled", "Unit_Hud_Normal", "Unit_Hud_Pressed"

- added brushes to "FrontierResearch.brushes" and changed bruschcount according to it (+1)

brush
    name "HUDICON_RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE"
    content "States"
    Disabled
        fileName "Unit_Hud_Disabled"
        pixelBox [ 447 , 469 , 47 , 33 ]
    Pressed
        fileName "Unit_Hud_Pressed"
        pixelBox [ 447 , 469 , 47 , 33 ]
    CursorOver
        fileName "Unit_Hud_CursorOver"
        pixelBox [ 447 , 469 , 47 , 33 ]
    Focused
        fileName "Unit_Hud_Normal"
        pixelBox [ 447 , 469 , 47 , 33 ]
    Normal
        fileName "Unit_Hud_Normal"
        pixelBox [ 447 , 469 , 47 , 33 ]

- edited "PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY.entity" to have research as a prequisit

TXT
entityType "PlanetModuleShipFactory"
minZoomDistanceMult 1.000000
ability:0 "AbilityProtectedShutdown"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
numRandomDebrisLarge 3
numRandomDebrisSmall 18
numSpecificDebris 0
armorType "Module"
hudIcon "HUDICON_PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY"
smallHudIcon "HUDICONSMALL_PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY"
infoCardIcon "INFOCARDICON_PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY"
planetUpgradeSlotType "Civilian"
planetUpgradeSlotCount 4.000000
basePrice
    credits 2000.000000
    metal 500.000000
    crystal 200.000000
NameStringID "IDS_PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY_NAME"
DescriptionStringID "IDS_PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY_DESCRIPTION"
planetModuleRoleType "CAPITALSHIPFACTORY"
statCountType "ModuleCapitalShipFactory"
Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_CAPITALACCESS_CAPPHASE"
        Level 1
MaxHullPoints 4500.000000
HullPointRestoreRate 2.000000
BaseArmorPoints 6.000000
MaxShieldPoints 1200.000000
ShieldPointRestoreRate 3.600000
maxShieldMitigation 0.84
ExperiencePointsForDestroying 25.000000
resourceExtractionType "Invalid"
cultureSpreadRate 0.000000
isAffectedBySimilarModuleCostResearch FALSE
placementRadius 750.000000
nearPlacementDistOffset 0.000000
farPlacementDistOffset 9000.000000
spawnCount 1
swapMineType ""
angularSpeed 0.000000
rotateSoundName ""
rotateToFacePlanet FALSE
rotateConstantly FALSE
ShieldMeshName ""
NumSoundsFor:ONATTACKORDERISSUED 0
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 0
NumSoundsFor:ONSELECTED 1
SoundID "PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY_ONSELECTION_0"
NumSoundsFor:ONSTARTPHASEJUMP 0
MeshNameInfoCount 1
MeshNameInfo
    meshName "PlanetModule_PhaseOrbitalCapitalShipFactory"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExplosionName "PlanetModuleLarge"
mainViewIcon "MAINVIEWICON_PLANETMODULE_PHASEORBITALCAPITALSHIPFACTORY"
picture "PLANETMODULEPICTURE_PHASEORBITALCAPITALSHIPFACTORY"
minShadow 0.000000
maxShadow 1.000000
formationRank 3
baseBuildTime 90.000000
buildEffectName ""

- added Research to "PlayerPhase.entity" changed count according to it (+1)

So and this is it, isn´t it?

I start the game and guess what!!! Nothing, after few seconds loading time the Sins cursor pops up on the balck screen, the typical sign of something is wrong. Well obviously it is, but I can´t seem to figure out where the error is.

So any help or comment would be very nice. Thank you in advance!

 

Greetz

Dr.Zod

5,016 views 9 replies
Reply #1 Top

Open your user.setting file in the Setting folder and at the bottom set showErrors to TRUE. Then instead of a minidump you should get a more descriptive error. Or does it not even dump?

Reply #3 Top

If you're still having trouble feel free to post the error you get and maybe I can help figure it out :)

Reply #4 Top

Thanx a lot Annatar11! That helped realy a lot this makes it very easy to eliminate errors, very cool. Didn´t know that you had to edit the entity.manifest and add the research there, is that new to entrenchment or has it to do with the mod (frontier 0.9b) that I´m using? Anyway, thanx again a lot.

CeYa

Dr.Zod

Reply #5 Top

It's new in Entrenchment since it's got the manifest system for mod stackage :P

Reply #6 Top

Ah I see. I had one mor question though, since you are arround!

When I set showerorrs to true, there are some more minor errors that do not affect the game as far as I can see. But there´s one entry that got my attention: "Planet 'PlanetCity' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusPenalColony".

What does that mean? I noticed also that when I make maps the planetbonuses are to few although I set the value in the map to 0,7. Maybe it has something to do with that. Just curious.

Reply #7 Top

From a random planetbonus entity:

entityType "PlanetBonus"
minUpgradeLevelNeeded 0
maxUpgradeLevelNeeded 1
End of quote

or

entityType "PlanetBonus"
minUpgradeLevelNeeded 1
maxUpgradeLevelNeeded 2
End of quote

And from a random planet entity:

path:ArtifactLevel
  stageCount 3
  stage
   price
    credits 0.000000
    metal 0.000000
    crystal 0.000000
   upgradeTime 0.000000
  stage
   price
    credits 450.000000
    metal 150.000000
    crystal 75.000000
   upgradeTime 45.000000
  stage
   price
    credits 550.000000
    metal 175.000000
    crystal 125.000000
   upgradeTime 60.000000
End of quote

Basically, the stages of the planet exploration upgrades are linked to when the planet bonuses can appear. In the first planet bonus example (Penal Colony) it can appear on stage 0 or stage 1 (stage 0 being the colonized but non-explored planet), and in the second example (Medicinal Plants) they can appear either on the first or second exploration upgrade.

In your case, it sounds like PlanetCity doesn't have enough exploration stages set to allow for uncovering of the Penal Colony bonus, which means it's probably set to 1 stage (the default colonized).

Reply #8 Top

Ah, I get it. Thanks again Annatar11.

Just curious, you seem to know very much about modding, are you a Dev?

 

Greetz Dr.Zod

Reply #9 Top

Nope, I just spent a lot of time figuring it out :P