Problem with some mods: lose on game start

Okay, I saw this problem when I tried to run Silveressa's Empowerment v1.1 using v 1.04 of Sins. When I enable the mod and start a new game, I immediately hear a message stating that I've lost a planet (my homeworld, presumably) and get the game over screen. I thought maybe it was a bug with the mod so I disabled it, but I'm finding in tweaking with my own custom mod that I've gotten myself to a state where this happens with my files.

Anyone bumped into this before?
10,388 views 5 replies
Reply #1 Top
Well, this usually happens when you use a map placed in the galaxy folder under either:

Vista:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\

XP:
C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\

and not in the galaxy folder in the place where the game got installed.

If this is not the case, it's probably because you've either tweaked the GalaxyScenarioDef.galaxyScenarioDef file too much or the planet files itself.

Try creating a custom map with either the ingame editor or the GalaxyForge while using your own changed GalaxyScenarioDef file.

At least, that's what I imagine that could help. ;)
+1 Loading…
Reply #2 Top
Okay, I saw this problem when I tried to run Silveressa's Empowerment v1.1 using v 1.04 of Sins. When I enable the mod and start a new game, I immediately hear a message stating that I've lost a planet (my homeworld, presumably) and get the game over screen. I thought maybe it was a bug with the mod so I disabled it, but I'm finding in tweaking with my own custom mod that I've gotten myself to a state where this happens with my files.Anyone bumped into this before?


The only case of mods causing auto-loss is those that haven't been updated for the latest game version. v1.03 made some changes to the gameplay.constants file and any mod that's set to "load on startup" using an older gameplay.constants will cause auto-loss.

That's the only thing I know of. An easy way for you to check if this is the case, assuming the mod files haven't been converted to binary, is to open up that gameplay.constants file in the mod, and if it has a line for "maxShipSlots 2300" (I think that's what it used to be, something like that anyway!) right at the top, it's the old one.
Reply #3 Top
Thanks, both. This happens on any map - random ones, scenario ones, and ones built with the in-game map designer.

It does have the maxShipSlots 2300 definition in it. I'm kind of surprised by this since I copied the files from the downloaded mod editing kit on the Sins downloads page.

Where can I get 1.04 compatible definitions?
Reply #4 Top
The 1.04 definitions are up on the Downloads page. I'm not sure if they're integrated into the mod kit itself, but in the same section there's a separate link for the 1.04 reference data :)