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Foraven

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May 14, 2016
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I'm currently brainstorming to add new utilities and weapons to the game. From what i could see it seem simple enough unless there is a hardcoded part i'm not yet aware. Seem i need to define techs, make some pictures, create the entries in the txts. I'm sure there might be other things. Anyone has tried to do that yet?
 
I'm currently trying, it seems that the weapon fires (does damage, everything), I just can't seem to change the color. the tech seems to work, but I have other problems:

graphics: icons don't seem to load for me, can't find in the ship designer (without using autogenerate best) and can't seem to change weapon color (in gfx files?).

Im not sure the difference yet between the ods, csv and text files in the templates folder either, and which values go where.
 
I'm currently trying, it seems that the weapon fires (does damage, everything), I just can't seem to change the color. the tech seems to work, but I have other problems:

graphics: icons don't seem to load for me, can't find in the ship designer (without using autogenerate best) and can't seem to change weapon color (in gfx files?).

Im not sure the difference yet between the ods, csv and text files in the templates folder either, and which values go where.

No ideas what the ods does yet, but the csv has lots of weapon related stats that just override what can be found elsewhere (cost, rate of fire, range, damage etc). I heavily modded the weapons in my FRB mod, but haven't yet tried to add my own.
 
Yeah I added maneuverability thrusters that add evasion and took the bonus away from basic thrusters and combat computers. The main thing is I can't figure out how to get the localisation to work, if you ever get a handle on that let me know.
 
Yeah I added maneuverability thrusters that add evasion and took the bonus away from basic thrusters and combat computers. The main thing is I can't figure out how to get the localisation to work, if you ever get a handle on that let me know.
did you properly create the localization files in the localiation folder? its in .yml format, but IIRC think you need to add a lmp extentsion as well, (_l_)

Also, what files are involved in moddifying weapons/components? Perhaps we can create a guide from there/reverse engineer
 
Yeah the file is named "symwarfare_I_english.yml". I've tried it with and without the english and it still doesn't work.

I can get them to show up in the ship designer once I add them to component sets.

I think it is mostly just component_sets and component_templates, plus localisation and gfx files in gfx/inteface/icons/ship_parts
 
added to component sets though, it won't load in ship designer... the icon doesn't seem to load either, and I don't know how to change the weapon colours.

As for you localisation file, did you make sure everything was in the correct format? There might be a small mistake in your file that ruins everything.
 
added to component sets though, it won't load in ship designer... the icon doesn't seem to load either, and I don't know how to change the weapon colours.

As for you localisation file, did you make sure everything was in the correct format? There might be a small mistake in your file that ruins everything.

Maybe you can look there : Stellaris\gfx\projectiles. I believe it's there you can edit weapons effects and colors.
 
Maybe you can look there : Stellaris\gfx\projectiles. I believe it's there you can edit weapons effects and colors.

I did that, but I don't how to connect those files properly to components- nor do I know how to actually get the components to work (show up in ship designer with icons; what I did doesn't seem to be working).

also, i know its rgba, but when it goes olor = { 0.1 1.0 0.1 1 }, what does that actually convert to in RGB? iirc, the last 1 is the alpha, 1 is transparent, 0 is black? but the decimals i'm unfamiliar with.
 
I did that, but I don't how to connect those files properly to components- nor do I know how to actually get the components to work (show up in ship designer with icons; what I did doesn't seem to be working).

also, i know its rgba, but when it goes olor = { 0.1 1.0 0.1 1 }, what does that actually convert to in RGB? iirc, the last 1 is the alpha, 1 is transparent, 0 is black? but the decimals i'm unfamiliar with.

Well, i managed to make a new component (an utility) and it does show up in the designs screen. I used existing icons, did no localisation and added a new set class. All i can say is the game allow incomplete ship modules to be added, there might be something important missing or the mod isn't properly loaded.
 
interesting. Can I see your files since you seem to have a working utility? I can try and reverse engineer from utility, to see what's wrong with weapons.

As a side note, I compiled everything I know about creating new weapons to see what's wrong. Any additional info much appreciated.
Weapon Modding: Creating New weapons

Everything I know

component_sets
the component_sets in the common folder are used for adding your component into ship designer
.txt files define the key (used to identify component?), icon (located in gfx/interface/icons/ship_parts) , and icon frame (always set to = 1)

component_templates
component_templates seem to create your component. Three types of files in component_templates folder: {.txt, .csv, .ods}
txt file contains weapon_component_template:
key,
size (small, medium, large)
entity (ship_designer turret entity)
damage {min = damage max = damage} (IDK if overidden in .csv files/.ods files? should be: tachyon_lances show up as doing 85-232 damage.)
windup = { min = value max = value } (IDK what this does)
total_fire_time = value (IDK what this does, or if is animation, etc.)
range = value (adjusts weapon range)
accuracy = value (decimal value, adjusts weapon accuracy)
type = instant (whether there is a lag between weapon firing and damage incurred?)

icon = "GFX_ship_part_ICONNAME" (located in gfx/interface/icons/ship_parts?)
icon_frame = 1 (always this, IDK why)
power = -120 (seems to take power value from here instead of csv files, when I added in a new weapon, it took the -486, which was copied from tachyon_lance, NOTE: tachyon_lances only use 120 power.)
cost = value (mineral cost in ship designer, also don't how to overide this in ship designer, IIRC, tachyon lances DO NOT COST 6 minerals, IIRC cost 120)
component_set = KEY (set in component_set/NAME.txt folder)
projectile_gfx = "component_name" (presume animation played at firing)
tags = { weapon_type_energy } (energy, kinetic, projectile)
csv file:
spreadship containing all relevate component damage values:
key;cost;power;min_damage;max_damage;shield_damage;shield_penetration;armor_penetration;min_windup;max_windup;cooldown;range;accuracy;missile_speed;end

key (used in component_set,component_template)
cost (presumably cost in minerals, not sure how to make .csv overide .txt)
power (re above.) (same format, requires negative to use power)
min_damage: minimum damage weapon inflicts (tachyon_lance values here, but new weapons not overidden?)
max_damage: max_damage weapon inflicts (once again, values here and in txt files do not match)
shield_damage: bonus % damage done to shields (IDK how to check this)
shield_penetration: % how much will go through shields (IDK how to make this work)
armor_penetration: (same as above)
min_windup (know idea, values don't seem to match txt files either)
max_windup (re min_windup)
cooldown: presume time (in seconds) it takes weapon to reload
range: distance before weapon activate?, same as above
accuracy (same as above)
missile_speed (presume time before damage is applied, see comment in ods file.)

EDIT: NO VALUE IN CSV IS SAME as txt files

ods file:
same as csv file, but organized into a more readable table... don't know what for. accuracy however is more specified.

adding technologies
modding technologies fairly straitforward. create a txt file, name it (somehing like modname.technology seems to work)
set the tech name, (e.g. tech_name_this_tech )
set cost, (how much points this needs, can be custom value, or standarized @tier#{1-3}cost#{1-4} value, set at beginning of tech files. If you want a custom cost, such as 20000, set cost = 20000)
area: {physics, society, engineering} (what research_branch tech is in)
category = { biology } sets category for trait bonuses, etc. (particles, see tech files or wiki)
tier = {0,1,2,3} sets tier of tech. Not sure specifics just no higher tier techs cost more (maybe b/c of @tier3cost4 values, more on this later)

weight_modifier (adjusts chance of getting tech in research pool)

ai_weight (adjusts ai weighting of tech, whether ai will choose tech or not.)

NOTE: tech does not need a line of code like unlocks = weapon component. check vanilla files for more proper formatting.)

GFX (not sure from here)
to add icons, go to gfx/interface/icons (folders further divide type of icons)
ship_parts, technologies, etc.
to change animations, need to add files to models? particles? and projectiles folder.
create the model: go to gfx/models/combat_items
need a entities.asset file to modify animation, draws animation from particles.
three entities for muzzle (muzzle flash), hit and shield hit (hit and shield hit seem to use same particle)
create custom particles: go to gfx/particles/combat_items
create txt files
create a hit_effect no shield hit effect needed, (re above)
create a muzzle
all of these seem to adjust color, and any relevaten animation info.
create projectile: go to gfx/projectiles
seems to define hit and miss animations, requires entities (hit_entity, shield_hit_entity, muzzle_flash_entity
 
interesting. Can I see your files since you seem to have a working utility? I can try and reverse engineer from utility, to see what's wrong with weapons.

No problem, here a small test i'm currently working on. Two modules, they work (well, the acceleration modifier don't), but they are far from complete.

Note about what you know:


*damage {min = damage max = damage} (IDK if overidden in .csv files/.ods files? should be: tachyon_lances show up as doing 85-232 damage.)

It is overidden by the csv

*windup = { min = value max = value } (IDK what this does)

Extra delay before the weapon fire, affect DPS. Overidden in csv.

*total_fire_time = value (IDK what this does, or if is animation, etc.)

related to animation most likely.

*range = value (adjusts weapon range)

Overidden in csv.

*accuracy = value (decimal value, adjusts weapon accuracy)

Overidden in csv.

*type = instant (whether there is a lag between weapon firing and damage incurred?)

Seem so.
 

Attachments

  • frbaddontest.zip
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interesting, so I edited the csv files as well, but whenever I load the game, the component doesn't show up at all (no icon). I have to use auto-fill to get the component (by editing damage values to the highest,) and the weapon seems to work.

Animation however are the same as tachyon lance, I can't seem to change the colours. I think the bigger issue is getting it to show up in the shiop_designer. Added a component_set file, but not sure what's the missing link. Any ideas?
 
interesting, so I edited the csv files as well, but whenever I load the game, the component doesn't show up at all (no icon). I have to use auto-fill to get the component (by editing damage values to the highest,) and the weapon seems to work.

Animation however are the same as tachyon lance, I can't seem to change the colours. I think the bigger issue is getting it to show up in the shiop_designer. Added a component_set file, but not sure what's the missing link. Any ideas?

Send the zip file of the mod, maybe i'll see what is wrong with it.
 
thanks: I didn't create the localisation files yet (but I don't think that's an issue)

I did take a look, tried to run it but so far haven't found what break it... Maybe you can try do implement it by steps, add a new weapon that is just a renamed duplicate of something else, then once it works just add the rest step by step. I'm not sure you truly need the .csv or the .ods; the csv is an overide that makes it easier to edit a whole bunch of weapons stats in the same file, but you don't need to if you just edit the weapon you add.
 
I did take a look, tried to run it but so far haven't found what break it... Maybe you can try do implement it by steps, add a new weapon that is just a renamed duplicate of something else, then once it works just add the rest step by step. I'm not sure you truly need the .csv or the .ods; the csv is an overide that makes it easier to edit a whole bunch of weapons stats in the same file, but you don't need to if you just edit the weapon you add.

Thanks! I'll do that. Do you think you could tell me what went wrong on your end though?
 
Thanks! I'll do that. Do you think you could tell me what went wrong on your end though?

I tried a few tweaks but i could not find what really prevented it from loading. My guess is something isn't set properly, my own ship module works so it's possible to make added content. Probably weapons require a few more things. Anyway, if you manage to duplicate a weapon and make it show in-game, you might get the clue how to make a fully modded one works. I'm sure it's something simple we just overlooked. For now i'm busy with my own mod (and i wish to play too :p), but i may try this myself later this week if you haven't figured it out by then.