Questions

About GalaxyForge

Not sure where else to post this so I'll post it here. Might have missed the galaxy forge section if there is one >.>

Anywho, I'm just starting to use the galaxy forge tool now, (didn't realise it was there before but i'm glad I found that it was) and whilst I'm starting to get used to it I have a few questions I feel I can't find myself just yet.

Firstly, Triggers, how do I use them? I've tried openning the options dropdown menus for the data entry fields in the trigger window, but they all show up completely blank. Or is this part not developed yet?

Assuming it is, what can I do with it, and how do I get it to function?

Also, I heard players can share their maps (from galaxyforge) with the community if they wish. How do I go about doing the same?

How would they work in relation to mods? I don't yet have any personally (Mods that is), but many others do and I might want a few later on myself, would maps that I make in the galaxyforge still be playable for me if I have mods? and assuming they would be, would they also be playable for other players that have their own mods (even if I had no mods myself and visa versa)? Hmm, simplified, does a player have to have the same mods as me in order to play a map I create, or If I have no mods myself would that prevent other players from being able to play on them?

 

Sorry if I'm just missing tiny things, I'm sure I'll have many more waves of questions to throw at people. O:)

15,578 views 3 replies
Reply #1 Top


Firstly, Triggers, how do I use them? I've tried openning the options dropdown menus for the data entry fields in the trigger window, but they all show up completely blank. Or is this part not developed yet?

No one knows. :p

I've actually talked to guys at Stardock about this. Apparently the Galaxy Forge new features for Rebellion, including Triggers, were mainly done by an intern. He has since gone back to school of course, and with him went any knowledge of what triggers, if any, exist and could be used.

So they are definitely not in the Galaxy Forge, but that doesn't mean they don't exist at all. All .Galaxy files are technically text files, so if we knew the right syntax for triggers in theory we could add them. But sadly, no one has any idea what they are or what the syntax is. So yeah, you're probably better off labeling this as an unfinished feature.


Also, I heard players can share their maps (from galaxyforge) with the community if they wish. How do I go about doing the same?

If you want a Stardock solutions (I.e. you can use the account you are posting), there is a spot for them on Wincustomize. Or some people put them on as an addon on Rebellion's Moddb page


How would they work in relation to mods? I don't yet have any personally (Mods that is), but many others do and I might want a few later on myself, would maps that I make in the galaxyforge still be playable for me if I have mods? and assuming they would be, would they also be playable for other players that have their own mods (even if I had no mods myself and visa versa)? Hmm, simplified, does a player have to have the same mods as me in order to play a map I create, or If I have no mods myself would that prevent other players from being able to play on them?

Many mods do work fine with maps made for Vanilla Sins. However, if you make a map for a specific mod that uses the unique planets/ships etc. in that mod, then yes, other players do have to have that same mod enabled. That's why you'll see some maps that have "SoGE, SoA2, Interregnum" etc. in the title, to indicate what mod the map is for.

 

Another question you should have asked here is DLCs. If you make a map using DLC specific features like Oceanic Planets or Ship Graveyards, you must have the DLC the planet came from. If you want to let all players use the map, try to use random planet lists when possible, rather than specific planet types. This lets players with the DLCs get a chance to have their extra planets on a map, while players without the DLCs can still play it. You should indicate which DLCs are required if you do make a map involving DLC planets.

Reply #2 Top

Thankyou for the information GoaFan :) greatly appreciated. I found out about the dlcs after tinkering with the forge :3 I like them personally, but I forgot that other players might not have them, I'll be sure to take it into account when I make them.

 

The ideas and solutions you gave me will work a treat. Tis a pitty about the triggers, I kinda wanted to make a campaign sorta playthrough, it'll have to be more rugged now though. I'd love for the devs to finish those at some point though, would complete the game for me :3

Reply #3 Top

Quoting CtMurphy, reply 2

The ideas and solutions you gave me will work a treat. Tis a pitty about the triggers, I kinda wanted to make a campaign sorta playthrough, it'll have to be more rugged now though. I'd love for the devs to finish those at some point though, would complete the game for me

Seems to me like it could have been a great DLC that wouldn't have taken up too much memory, but it seems like it was not to be.

Technically you could do make a mod just for a scenario type map which uses abilities to simulate triggers, but really Sins was just never designed for such a thing. And its kind of lame with there being no way to display story text, objectives etc. to the player.