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-   -   Limiting planets to 1 facility (for SE2-ism mod) (http://forum.shrapnelgames.com/showthread.php?t=22137)

Ed Kolis December 30th, 2004 03:57 PM

Re: Limiting planets to 1 facility (for SE2-ism mo
 
1 Attachment(s)
OK, here are the rest of the files. I just included a slightly modified AI (no research but Tech Area) so I don't get those annoying AI errors when I start a game...

I know about the extra blank line with "--todo--" in between in components.txt; that's where I Last stopped working on the components http://forum.shrapnelgames.com/images/smilies/wink.gif

geoschmo December 30th, 2004 05:39 PM

Re: Limiting planets to 1 facility (for SE2-ism mo
 
Ok, I see the problem you are having now. The cause is the colony modules in the components file. If you remove those form teh file then you can start at level 5 or level 20. Of course then you can't colonize any planets. http://forum.shrapnelgames.com/images/smilies/happy.gif

What is it you are trying to accomplish there? Perhaps if I know how it's supposed to work for the mod I can come up with a way to duplocate that in the mod. I've never played SE2.

Geoschmo

Ed Kolis December 30th, 2004 08:15 PM

Re: Limiting planets to 1 facility (for SE2-ism mo
 
What's wrong with the colony modules? Does the game automatically start me at the level of the first colony module in Components.txt or something?
What I'm trying to do is give all players the ability to colonize any planet from the start of the game, since players in SE2 could do so (it had no rock/ice/gas; planets were of various types like Terrestroid and Methane-Burning which determined their approximate value, much like in Master of Orion).
Heh, and I call myself the SE4 mod advisor... http://forum.shrapnelgames.com/image...ies/tongue.gif

geoschmo December 30th, 2004 08:55 PM

Re: Limiting planets to 1 facility (for SE2-ism mo
 
1 Attachment(s)
Ok, I don't know all the ins and outs myself. I just know colony tech is hinky. There are some hard code rules that can easily be broken in a mod that cuase problems.

I made a couple changes to the tech area and components files that I think do what you are trying to accomplish. Basically insteaad of using the Tech Level as a requirement for the colony modules I gave them each a requirement of all three colony techs. Then I changed the tech area file and made all three colony techs start and raise level as 1, instead of the default of 0. This works in my tests. The player starts out with all three colony modules, and medium tech you start with Tech Level 5 and high tech you start with 20.

Don't really know why it works this way, just that it does.

I'll attach the files if I can figure out how. http://forum.shrapnelgames.com/images/smilies/happy.gif
EDIT: Ok, files attached.

Geoschmo

Ed Kolis December 30th, 2004 10:53 PM

Re: Limiting planets to 1 facility (for SE2-ism mo
 
Hey, thanks! http://forum.shrapnelgames.com/images/smilies/laugh.gif


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