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Re: Modding Question?
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Re: Modding Question?
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Re: Modding Question?
Hmmm, well, there's some more questions I have (they just keep coming, I know. Sorry 'bout that http://forum.shrapnelgames.com/image...s/rolleyes.gif )
1) adding those weapon targets: apparently the ones you add yourself don't show up in DavidG's SE4modder, or did I do something wrong? 2) Can you add new weapon damage types too? E.g., a weapon that only damages supply storage? That would be it, for now http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Modding Question?
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http://forum.shrapnelgames.com/images/icons/icon10.gif Just kidding. Keep 'em coming! http://forum.shrapnelgames.com/images/icons/icon6.gif Quote:
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Re: Modding Question?
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Do "modify point generation - system" abilities work on components, so I can add a base component that will increase research in the system by, say, 1%? Smaller boni than those planetary supercomputer facilities, but they are available earlier and don't take up room on a planet. http://forum.shrapnelgames.com/images/icons/icon7.gif Or do only point/resource generation abilities work? |
Re: Modding Question?
Where would we find the latest Version of the SE4 Modder?
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Re: Modding Question?
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However, be aware that the new point generation resource abilities do NOT have their production displayed anywhere, not on the ship, not in the Empire Status window, nowhere. You still get the points from them, but you have no idea how much they produce or anything. Using them is a huge pain, as the game does not factor them into the Empire Status window. http://forum.shrapnelgames.com/images/icons/icon9.gif Research and intel abilities are factored into the appropriate windows for them though, so they are fine. Quote:
[ May 06, 2004, 20:13: Message edited by: Imperator Fyron ] |
Re: Modding Question?
Damn. Again. http://forum.shrapnelgames.com/images/icons/icon9.gif
Oh well, another one to finish for the moment: can the requirements for sphere/ring world generators be edited? More specifically, the amount of plating/cables required, and most importantly, the location? (to create some sort of artificial moon, ready to be colonized http://forum.shrapnelgames.com/images/icons/icon7.gif ) (I fear the answer will be 'nope', but still, one can only hope http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: Modding Question?
The amounts can be modded, but the location must always be over a star...
The DevNull mod does this with Stellar Moons. Here are the areas you'd need to mod, using Stellar Moons as an example: From components.txt: ----- Name := Artificial Moon Placement Generator Description := Provides the gravitational matrix needed to assemble a stellar moon. Pic Num := 178 Tonnage Space Taken := 500 Tonnage Structure := 500 Cost Minerals := 25000 Cost Organics := 25000 Cost Radioactives := 25000 Vehicle Type := Ship\Base Supply Amount Used := 500 Restrictions := None General Group := Stellar Manipulation Family := 3022 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Artificial Stellar Moon Construction Tech Level Req 1 := 1 Number of Abilities := 2 Ability 1 Type := Create Constructed Planet Ability 1 Descr := Will create an artificial moon around a star. Ability 1 Val 1 := 3 Ability 1 Val 2 := 0 Ability 2 Type := Constructed Planet Requirements Ability 2 Descr := Must have 5000kT of artificial moon components present at location. Ability 2 Val 1 := 3 Ability 2 Val 2 := 5000 Weapon Type := None Name := Artificial Moon Component Description := Provides the ground material and infrastructure used in artificial moon construction. Pic Num := 245 Tonnage Space Taken := 500 Tonnage Structure := 500 Cost Minerals := 5000 Cost Organics := 5000 Cost Radioactives := 5000 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Stellar Manipulation Family := 3023 Roman Numeral := 0 Custom Group := 3 Number of Tech Req := 1 Tech Area Req 1 := Artificial Stellar Moon Construction Tech Level Req 1 := 1 Number of Abilities := 0 Weapon Type := None ---- From PlanetSize.txt: Name := Stellar Moon Physical Type := Planet Stellar Size := Tiny Max Facilities := 25 Max Population := 10000 Max Cargo Spaces := 20000 Max Facilities Domed := 10 Max Population Domed := 4000 Max Cargo Spaces Domed := 8000 Constructed := True Special Ability ID := 3 ----- That Last line (special ability ID) matches up with the value given to the "Create Constructed Planet" ability on the component. |
Re: Modding Question?
Ah OK, that means any solar generation facilities stop working once you build something there, no matter how small it is I guess?
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