Modding out superweapons

I'd like to mod out super-weapons completely by removing the ability to build them as well as all associated research. I have some modding experience with other games, but I've never modded this game. Every mod I've found that does this doesn't work with the current version.

Thanks

3,894 views 5 replies
Reply #1 Top

Go into the race entity files and remove the research for the superweapons and reduce the research count by 1.  Now no one can research (and thus no one can build) superweapons.

Reply #2 Top

Can you go into more detail? I'm rummaging through the gameinfo folder trying to find the relevant files, but when I open them in notepad++ It becomes gibberish. Is there some program I need to be using to edit these?

Reply #3 Top

ConvertData.exe.  It converts them from binaries to text files.  You have to run it from the command line though.  Or you can just download the text form of files.

Here's my personal store of reference entity files.  There are two batch files included along with ConvertData which save me the time of having to manually call it for every file I want to convert.

http://www.mediafire.com/download/lzevn3nds3r9ikx/Reference_1.82.zip

 

The game can load the text versions of files, it just does so more slowly which is why they're in binary by default.

I'll run through an example with you: PlayerPhaseLoyalist.entity = Vasari Loyalist.  Remove line 134 and change 74's value from 154 to 153.  After that, Vasari Loyalists won't be able to research it anymore.

Reply #5 Top

It would be nice if super weapons had their own defenses.

Had a thought for a super weapon modification.

 

Cut their size by 2/3's, and their damage by 2/3's, but also their damage by 3/4's. At least the Tec ones. It wouldn't make that much sense for Vasari ones to be that way since their main function is disabling orbitals and making a temporary phase node. It wouldn't make sense for the Advent to do that either.