SAIS Mod FAQ
- Gamedata Files (gamedata\*.ini files)
- Graphics Files (graphics\* files)
- Sound Files (sounds\* files)
- Troubleshooting Tips
- Acknowledgements
Take care when making changes to the .ini files that each entry follows the established pattern for that file. The game will generally not be forgiving of invalid syntax. If you get unexplained problems, check your recent changes to see whether you may have left out an "END" or have otherwise broken the correct format for the file.
Note also that many if not most SAIS entities are referred to in multiple .ini files, and if you change one instance you must generally make the same change in all the other locations. If you cannot get a change to register in the game, consider that you may have neglected to update one of the necessary files.
A flag can be combined with any other flag by simply OR'ing them together. This has to do with the bits of of a number, their binary representation; however each flag in SAIS is an exact power of two, and the effect of a binary 'OR' in this circumstance is conveniently the same as simply adding all the flag values together!
A hard to catch animal that can not be sold to the Klakars would be 2048 OR 2 = 2050.
A hard to catch animal that gives the abilities of Babulon's Gong and the Stellar Probe would be 2048 OR 128 OR 8 = 2184.
If you wish to determine the individual flags given a flag value (e.g. 2050) you can do so by AND'ing each flag with the flag number. If the result is equal to the flag you are testing, then the result is composed of the test flag. Example: 2050 AND 2048 = 2048 (hence this flag value includes flag 2048), but... 2050 AND 1 = 0 (so flag 1 is not involved).
No, it is hard-coded within the game.
No. The game will ignore any extra entries in the fleets.ini file. Only the first three listed (the SHP1, SHP2, and SHP3 entries) will work.
Race is obvious
SHP1-3 are the types of ships that might be encountered
The first number of each FLET line is the amount of SHP1 in the encounter, the second SHP2, third SHP3...
The numbers in the number strings at the bottom correspond to the FLET list above, 0 being the top and 8 being the bottom. The program will randomly choose a number from one to 10, picking a random FLET number from said number string. for example: the muktian FSET has an EASY string of 0001112223, thus you have a 3/10 chance (three 0's out of 10 numbers) to encounter the first FLET, 3/10 to encounter the second, 3/10 to encounter the third and only 1/10 to encounter the 4th.
Once you are done, save your hull.ini, and, if you already have a ship ready to be tested (i.e. ship graphic, ship silhouette and a ship set to using this hull in ship.ini) you can allocate it to one of the existing enemy fleets and then go against it in combat.
Note that in ships.ini each weapon slot you created in hulls.ini must have a corresponding mounted weapon on that ship. If you donīt want to have this hardpoint armed, just enter Empty into the place where you would normally put a weaponīs name. Also note that when you list the weapons in the ships.ini file, the program puts the weapons into the hardpoints in the same order those hardpoints are listed in hulls.ini.
Then, enter the game and once you meet the ship in combat you can can click on it and see whether the new hardpoint is in the right spot. If not, go back to hulls.ini and modify the coordinates again until you are satisfied.
The time allocated for the hunting events seems to be directly related to the value of the item, and a random element. To increase the time required, increase the value.
No. But you can modify existing ones.
"The ENVIROS list doesn't work like the [SAIS Federation FAQ] says, although each line does define which planet types each star can have. You can think of the numbers as being on an 8-sided die, and each number corresponds to a planet type (0-7, from frozen to toxic). The first line is the first star type (white)... It has five 0's, two 1's and one 2. These correspond to the first three planet types, so a white star will have a frozen planet five times out of eight etc. You should avoid repeating any planet type too much, as the game will crash if it runs out of planet names."
In other words, looking at the original ENVIROS block:
00000112 00111223 01122334 12233445 23344556 34455667 45566677 56677777
No. You can only change the text messages and descriptions of the existing races and replace them with your new race.
You could always explain the lack of interaction on the first encounter with any additional races by making their racial description (in the races.ini file) say something like, "A vicious and cunning race of bloodthirsty pirates, the Ewoks are upon you before you have a chance to react!"
Yes. Assign them an empty fleet (FLET 0 0 0), preferably in place of the first entry; then make that the only fleet possible at, for example, "Easy" difficulty (with EASY 0000000000).
HOWEVER, this will *NOT* make SAIS skip over that race as a choice for an encounter. It will still assign the same total number of enemy encounters, and that race is still a valid possibility; but if the race in question is supposed to be at a star, you just won't get any encounter dialog. That means the total number of encounters will be *lower*, because at any stars where you were supposed to meet that race, you didn't -- because they had no ships.
For example, if you made *two* enemy races impossible to meet at EASY, you might very well end up getting only one or two total enemy encounters out of the whole game. SAIS will *not* compensate by choosing more encounters with the other races. (Of course, that does make it truly EASY; but maybe too much...)
A better approach might be to make a race's three ships each very different in strength -- then make only the wimpy ships available at EASY, and so on...
The type of fighter launched by a carrier of any race is the ship type allocated to slot 1 of its fleet (in the fleet.ini file).
Yes. Give the ship a fighterbay and list it in the first slot of its race in the fleet.ini file.
No.
Probable meanings:
1 - Ally
2 - teleport in battle
4 - fold
8 - (trait of ally scout, fighter, etc)
16 - fighterbay
32 - Ripcord
64 - Moon marauder
128 - Cloak in battle
256 - Space hulk
You can change any of the text in strings.ini. However:
Ship systems must appear in both systems.ini and items.ini. 'Findable' systems must also appear in cards.ini.
Make certain that the item name is identical in each file.
there are just two rules...
These two parameters do different things based upon the type of system you are trying to introduce.
Example:
TYPE = shield
PAR1 = initial size of shield
PAR2 = regeneraction increment.
TYPE = engine
PAR1 = speed in clear space.
PAR2 = speed in nebulae.
TYPE = weapon
PAR2 = number of projectiles resulting from a 'split'.
The best thing to do is to dramatically change some of these parameters, then play the game and see what affect they have on the item. [Tip: If you amend the inventory in ships.ini, so you start with your 'tweaked' item - you will save time as you don't have to find each item first!]
If the new item is a weapon, it *must* appear in 3 files: items.ini (for the item description and value), systems.ini (so the program knows the item can be equipped), weapons.ini (so it knows how the weapon works). Additionally, if you want your weapons or other systems to be "findable" while exploring, they must also be listed in cards.ini.)
Make certain that the item name is identical in each file.
No, it would appear not.
No, but the 'split' code might be helpful.
No, it would appear not.
Yes. Simply use an entirely black tga file for it. [N.B. For beam weapons you also have to set size in weapons.ini to 100.]
No. The STGE flag will not work if it attempts to call itself.
SAIS uses a custom 8-bit palette for all its images. You must use the same palette in any images you create, or else the colours will be all wrong when you run your mod. Exactly how you achieve this (or whether you're even able to achieve this) will depend upon the graphics package you use. If supported, you should be able to extract or duplicate the correct palette from any of the existing SAIS image files.
If you use The GIMP, you can import the SAIS palette as follows:
(instructions based on version 2.2.8)
To convert any image to this palette:
Additional note: I have found the GIMP has difficulties with the .TGA files used in the game (at least using the default settings). You can work around this by saving images as .PNG files, and then converting the .PNG to .TGA using another program, such as Irfanview.
The ship in slot 1 of each fleet denominates the ship icon shown on the starmap, which is not necessarily the ship you left behind when you retreated from the battle, nor the race set in the corresponding fleet.
Unfortunately, you can only overwrite the original sounds in the main sounds folder.
All sounds must be in 22050 Hz, 8-bit mono format.
All is not lost. Why not go to the MOD Surgery forum and post your questions? It could save you a whole heap of time...
This FAQ was originally created by Lord Rylex, with contributions of the following SAISF / ISF members:
I'm afraid that I extracted significant amounts of information from the original SAIS Federation Mod Surgery forum and forgot to make notes on who had said what. If you notice any information here that you provided, and you have not been credited, please do let us know so that we can add your name. We want to give everyone the credit that they deserve!
- Shadowcat

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