Adding Population Cap
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- Posts: 2
- Joined: Fri 05 Dec, 2014 2:28 am
Adding Population Cap
Is there a way I can add Unit cap to the Elite Mod Just for personal use for me and my mates?
I was just thinking of setting it to 250 or 300.
I was just thinking of setting it to 250 or 300.
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
Yep. You'll need to have Cope's Toolbox installed, which you can get here: http://forums.relicnews.com/showthread. ... 07-30-2014
After that, you need to open a mod from within that program, and select the Elite.module file. Then on the side bar where all of the drop down nodes are, click open simulation>attrib and scroll down to racebps, and open all of the races from the multiplayer mode.
In their files, expand the race_bag node and then expand race_population_cap_table. You can then change the base_personnel_cap and max_personnel_cap to whatever you want, and that should do it.
Make sure all of your friends have the exact same changed files installed, or else you won't be able to play with each other.
Let me know if I wasn't clear on anything.
After that, you need to open a mod from within that program, and select the Elite.module file. Then on the side bar where all of the drop down nodes are, click open simulation>attrib and scroll down to racebps, and open all of the races from the multiplayer mode.
In their files, expand the race_bag node and then expand race_population_cap_table. You can then change the base_personnel_cap and max_personnel_cap to whatever you want, and that should do it.
Make sure all of your friends have the exact same changed files installed, or else you won't be able to play with each other.
Let me know if I wasn't clear on anything.
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Re: Adding Population Cap
Your instructions were perfect. Thank you.
On the downside... when ever i try to host a game with them Post-Changes we get unknown join error. Are there any other files besides the Elite.Module file I have to share with them after I modded.
On the downside... when ever i try to host a game with them Post-Changes we get unknown join error. Are there any other files besides the Elite.Module file I have to share with them after I modded.
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
The module file isn't the one you have to share. It hasn't been edited. The toolbox program just uses that file to find the location of the files you end up editing. The files you have to share are the ones you changed within the program.
The ones you should find are in the folder C:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution\Elite\DataAttrib\simulation\attrib\racebps
You might also want to make copies of those in case future patches overwrite them. That way you won't have to edit them again. Pretty sure any changes made to those won't affect actual gameplay.
The ones you should find are in the folder C:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution\Elite\DataAttrib\simulation\attrib\racebps
You might also want to make copies of those in case future patches overwrite them. That way you won't have to edit them again. Pretty sure any changes made to those won't affect actual gameplay.
- Black Relic
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Re: Adding Population Cap
I fi may butt in here too real quick, you also might need to change the upkeep threshold to be higher so you can actually take advantage of the increased pop cap because upkeep will ruin what your mod if you try to keep it at 30. So maybe change the threshold to like 130 or so if you change it to 200 as the pop cap limit. This threshold is also found where you changed the pop cap amount.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Re: Adding Population Cap
Hey guys, I can't seem to use Cope's Toolbox to change pop cap now because of an overlapping data:common and attrib:common directories.
Please Advise !
Please Advise !
Re: Adding Population Cap
Pop cap increase? I have make a whole company by my hand but this increase deserve a whole chapter by it self I think.
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
Yeah, the way the mod is packaged now prevents editing directly through Cope's. You can try this: viewtopic.php?p=42820#p42820AdmiralCheung wrote:Hey guys, I can't seem to use Cope's Toolbox to change pop cap now because of an overlapping data:common and attrib:common directories.
Please Advise !
It should work for all future versions.
If you want to do it yourself, you can edit the files by opening the .sga file in Cope's by going to Start>Open SGA. You'd have to repackage the files after you edit them though.
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Re: Adding Population Cap
I've edited the SGA files but the changes are not implemented, any advise ?
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
You have to repackage them with the other files in the .sga. Or you can put them in a separate .sga file and add it to the .module file before the other attribute file paths.
Re: Adding Population Cap
Hi guys! I managed to change the pop-cap, and worked smoothly. Now I'm wondering, is there any way to change the Resource Pop Ratio? I mean, how quickly power is generated, and the same for requisition?
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
Yep. Those are found in a few different places.
For Requisition, in Cope's Toolbox, go to ebps>world_objects>gameplay>strategic_point_requisition_pvp.rbf
That should be the requisition point entity. In that RBF file, go to resource_ext>resource_choice_per_second and change the requisition value in there. The value you put there will be multiplied by 60 to give the final per minute value shown in game. To change scaling over time, though, you'll have to make changes to a different file as well. So you'll see that the Req point entity has an ability called "sm_requisition_ticker", so open that. For each "delay" in the action_list, the requisition income is increased by 5. It says multiplication, but it's really multiplying the original by 1.5 and adding the difference to the total I think. Otherwise you end up with values like 22 and 33.75, etc, and when I tested it in game, they scale by 5 every time. So keep that in mind when changing it.
For power, the node itself is called strategic_point_pvp in the same folder as the Req point. Change the resources gathered in the same way.
For the activated power node, go to each race's ebps>pvp>buildings folder and change the resource_ext values for <race_prefix e.g. "sm", "ig">_listening_post.
The generators are in the same folder and are just called <race_prefix>_generator.
Or, if you just want to have the income from the outset, change the resource values in the pvp hq buildings under resource_ext. This way is much easier
Hopefully that helps.
For Requisition, in Cope's Toolbox, go to ebps>world_objects>gameplay>strategic_point_requisition_pvp.rbf
That should be the requisition point entity. In that RBF file, go to resource_ext>resource_choice_per_second and change the requisition value in there. The value you put there will be multiplied by 60 to give the final per minute value shown in game. To change scaling over time, though, you'll have to make changes to a different file as well. So you'll see that the Req point entity has an ability called "sm_requisition_ticker", so open that. For each "delay" in the action_list, the requisition income is increased by 5. It says multiplication, but it's really multiplying the original by 1.5 and adding the difference to the total I think. Otherwise you end up with values like 22 and 33.75, etc, and when I tested it in game, they scale by 5 every time. So keep that in mind when changing it.
For power, the node itself is called strategic_point_pvp in the same folder as the Req point. Change the resources gathered in the same way.
For the activated power node, go to each race's ebps>pvp>buildings folder and change the resource_ext values for <race_prefix e.g. "sm", "ig">_listening_post.
The generators are in the same folder and are just called <race_prefix>_generator.
Or, if you just want to have the income from the outset, change the resource values in the pvp hq buildings under resource_ext. This way is much easier
Hopefully that helps.
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Re: Adding Population Cap
Would it be possible if someone could share the files or file we need? like say 250 or 500 pop cap if that is possible.
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
I should be able to later today or tomorrow.
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- Joined: Thu 03 Mar, 2016 11:41 pm
Re: Adding Population Cap
Wise Windu wrote:I should be able to later today or tomorrow.
Awesome spectacular that would be the greatest. Much appreciate it. I liked having massive battles reminds me of the first DOW.
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Adding Population Cap
Forgot I'd uploaded files you could use for it previously here: https://steamcommunity.com/app/56400/di ... 1439153031Wh1teReaper wrote:Wise Windu wrote:I should be able to later today or tomorrow.
Awesome spectacular that would be the greatest. Much appreciate it. I liked having massive battles reminds me of the first DOW.
And then download the module file here: http://www.mediafire.com/download/oiko8 ... ITE.module
Let me know if you have any problems.
- OceansAteAlaska
- Posts: 125
- Joined: Sun 17 Dec, 2017 3:38 pm
Re: Adding Population Cap
Thank you very cool.
Greets oceans himself
Greets oceans himself
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