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Re: Modding SEV Thread Questions
I have made a few that have worked fine, but I was lazy and copied over existing textures.
How did you go about adding it? |
Re: Modding SEV Thread Questions
Minesweeping seems still identical to SE IV but as far as I understand you can create new units and the mine-sweeping component has this ability:
Ability 1 Type := Units - Sweeping Ability 1 Description := Can sweep [%Amount2%] mines per use. Ability 1 Scope := Space Object Ability 1 Range Formula := 0 Ability 1 Amount 1 Formula := "Mine" Ability 1 Amount 2 Formula := 2 + (([%Level%] - 1) * 5) So could you create "supermines" which can't be swept by the normal minesweeping component but only by the "superminesweeping" component (replace "mine" in the above formula by "supermine")?? That would be absolutely great as mines could be made useful even for later games! |
Re: Modding SEV Thread Questions
I also copied over existing textures (backing up the original of course). The new textures are the same size (192KB) and work fine when I switch to the system using the Planet menu... but when I switch to the system using the minimap, I get the endless loop of popping up errors over a white screen.
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Re: Modding SEV Thread Questions
You could definitely do that, Q. I think you can also make a component that "sweeps" FIGHTERS, not that it makes any sense. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
What is the deal with the csf files? Will they be moddable by the players?
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Re: Modding SEV Thread Questions
The .csf-files are the compiled script files. You will be able to compile them with the included editor.
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Re: Modding SEV Thread Questions
Neat, what do the 2 that are there do now?
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Re: Modding SEV Thread Questions
If you are referring to the events and intel scripts in the data folder - they are just the compiled scripts for random events and intel projects.
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Re: Modding SEV Thread Questions
I was taking a look at the data files again today, and was looking at the damage types.txt file. It seems that a leaky shields/leaky armor option can be implemented by just typing in a penetration percentage for each damage type you are using.
Damage Type Name := Skips Normal Shields Description := Damage which skips normals shields but will be stopped by other kinds of shields. Picture Number := 32 Cannot Penetrate Any Kind Of Shields := FALSE Cannot Penetrate Any Kind Of Armor := FALSE Number Of Vehicle Types := 0 Number of Shield Types := 1 Shield Type 1 Name := Normal Shields Shield Type 1 Penetration Percent := 100 Shield Type 1 Damage Percent := 0 Number of Armor Types := 0 Internal Damage Percent := 100 Facility Damage Percent := 100 Population Amount Killed Per Damage Point := 0.25 Crew Amount Killed Per Damage Point := 0 Is Viral Weapon := FALSE Number Of Special Effects := 0 Number Of Requirements := 0 Number Of Abilities := 0 With the 3 entries above, I think there will be many possiblities...I now have more hope for my SFB mod as well... |
Re: Modding SEV Thread Questions
Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
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Re: Modding SEV Thread Questions
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NM, I assume you mean just by the damage formula, and the level adding an amount by level... |
Re: Modding SEV Thread Questions
Looks like the csf files handle alot for the AI's. Hopefully there are alot of functions exported to the scripts. If so, you should be able to do alot.
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Re: Modding SEV Thread Questions
Also, if you turn on the scripting debug printout, it shows alot of what you can do.
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Re: Modding SEV Thread Questions
Yep. Check out the top of the damage type file- it specifies exactly how the damage routine works.
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Re: Modding SEV Thread Questions
Is it possible to mod a crew factor to weapons, something like "phaser 5 -> ship needs 50 more crew than without it"?
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Re: Modding SEV Thread Questions
GGmod has that.
An empty hull requires no crew, but the bridge requires 5 crew, and the engines require a couple, and the guns require more. Fighter bays need quite a few techies too. Lifesupport requirements are based on the crew capacity as well (IE: how many crew quarters you install). The GGmod computers replace 30 crew each (reducing the lifesupport needed indirectly). And aside from the basic crew quarters, there are gunnery quarters which give a bonus that applies only against weapons (Less crew per kt for general stuff, but the +50% vs weapon requirements is quite useful). |
Re: Modding SEV Thread Questions
Can the GUI be modded in a way to show the crew requirements?
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Re: Modding SEV Thread Questions
All unsatisfied requirements show up in the warnings list (top right)
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Re: Modding SEV Thread Questions
Throwing around mod ideas earlier today, and I came up with a few questions:
1) Can components support +ability per (whatever)? As in, could I have, say, Laser Beam I that does n damage per number of Battery Is on the ship? Or +morale per ships in fleet? Or +movement per stars in system? Anything like that? 2) I've seen this, I think, in some form when I was browsing the components.txt file. The Stupifier psychic weapon renders a crew bereft of experience for a time. Can this be expanded? I have two things in mind, one being (almost RPG-esque) "status ailments" - switch sides, lose engine power, defense down, weakened weapons, etc, all on a timer. Also, can I expand this to damage over time attacks? Say, 20kt of structural damage per second for 10 seconds on a successful hit. 3) components capable of system-wide buffs? 4) can ground defense weapons be added to facilities? Say, I build a Garrisoned Research Facility II that has three Ground Cannon IIIs for use in planetary battles - or even a non-component ranged attack used only by that facility. 5) I'm guessing this is possible, judging by the name of the file (componentenhancements.txt rather than weaponmounts.txt), but can "mounts" be extended to any component type? I know it was done in many IV mods, but I think SEV might have really fleshed out that system. 6) Am I missing an Abilities.txt file somewhere? Thanks in advance |
Re: Modding SEV Thread Questions
2) Some of those damage types already exist. I don't think you can add such effects if they do not yet exist, though.
3) Sure, set the ability scope to system instead of object. 5) Yep. For an example, see my "mod out LCX as early warship" thread for a way to make a mount that applies to components with a specific ability. 6) Is there not a "Description_Abilities.txt" in the demo Data folder? |
Re: Modding SEV Thread Questions
No, the demo does not have the "Description_Abilities.txt" file. http://forum.shrapnelgames.com/images/smilies/fear.gif
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Re: Modding SEV Thread Questions
None of the Description_X files were included in the demo...
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Re: Modding SEV Thread Questions
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In case you think squares are boring:
http://www.shrapnelcommunity.com/thr...ar_QuadMap.png |
Re: Modding SEV Thread Questions
http://imagemodserver.mine.nu/other/...opModifier.zip
Type in whatever formula you want, and press go! Automatically Generates the Population Modifiers for your settings.txt |
Re: Modding SEV Thread Questions
I remember reading that someone said that Ringworlds take up a ring of six inner hexes (or something like that) I think it may have been Cpt. Kwok.
Dear sir, I ask of you two things: Is this, in fact, true? Also, will I be able to create my own with user-defined shapes and sizes? |
Re: Modding SEV Thread Questions
If you want to take the time and effort to create the 3D images, I don't know why you couldn't mod the game to use them.
Building ring and sphere worlds is messy now. You have to make sure everything is out of the way. It won't build if there is anything in the space it will occupy (base, ship, unit, etc.) so one enemy ship or unit can hold up your gigantic construction project. |
Re: Modding SEV Thread Questions
I would think I could impliment them as far as the .x file goes, but I'm wondering about the actual hex space it will take. If I make an object, could I assign it to a 2x4 hex area? or, say, an L-shape? Anything like that?
This ringworld thing has me excited enough as it is. |
Re: Modding SEV Thread Questions
Things I found while going through the abilities section of main strings.txt:
Government Center -- Possible Palace type ability? Multiplex Tracking -- Yes or No ?? Planet Colonize Type 4 and 5 -- There are only 3 in stock Point Generation-Culture -- Is this morale or something else? Warp Point - Periodic -- Sometimes its there, sometimes not? |
Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
Are there any high and/or low number restrictions in any of the fields?
In SEIV, there was the 65000, 255, and not less than 1 or a fraction problems. What is possible in SEV? Can I have numbers less than 1? Fractions? What is the largest possible number? |
Re: Modding SEV Thread Questions
I've heard that SE5 uses 32bit instead of 16bit strings, so the ~65000kT limit is effectively limitless. The number of systems is still limited to 255. As for fractions....I've seen a variety of numbers in the data files represented as decimals, but I don't know which fields you can use them for and which you can't.
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Re: Modding SEV Thread Questions
A lot of places will accept decimals, but some still use ints. The armor penetration in damagetypes.txt, for example, treats all decimals as a flat 0. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Modding SEV Thread Questions
Abilities Added To Parent When In Cargo
This is attached to the Weapon Platform code in the Vehicle Unit Type.txt file. Now I assume this allows the WP to fire from the cargo space of a planet. Yet this doesnt seem specific, so if you loaded these on a cargo ship... Could the WP fire from the cargo bays during space combat? |
Re: Modding SEV Thread Questions
Doesn't seem to work. If that ability works for ships I haven't found the way to make it work.
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Re: Modding SEV Thread Questions
Weapons fire is not an "ability"; it is a special attribute. A proper test would be to give troops this capability, then see if loading troops with Small Combat Sensors onto a ship increases the ship's to-hit. Of course, since to-hit isn't actually displayed anywhere in the UI, you'd have to get some pretty powerful combat sensors on your troops for testing purposes, but this is a useful idea for modding in "hero" units - give them an exorbitant build and/or maintenance cost and presto! http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Modding SEV Thread Questions
True. However this IS an ability for that..
Can Fire Into Space From Ship Cargo which is what I tested.. |
Re: Modding SEV Thread Questions
Ed, a fun technology would be genetic engineering. I've often thought it would be nice to be able to "engineer" subraces that do well with different atmospheres, etc. but the game just doens't support that.
However engineering individuals for specific occupations (ie super gunners with genetically engineered depth perception = better sensors, or super pilots with genetically improved spacial relations = better ECM) would be interesting. Could you make units that have non-combat values and put them "in cargo" on a planet as governors? |
Re: Modding SEV Thread Questions
About sensors and cloaking, is there really now only one kind of cloaking/sensors ?
I mean compared to SEIV were you could mod 5 classes of cloaking/sensors... |
Re: Modding SEV Thread Questions
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I will be happy with only one sensor/cloaking type, if (and that is a big if) we can make range dependent. |
Re: Modding SEV Thread Questions
The truth is I was disappointed a little bit in SEIV has the sensor system was not really logical.
But I was thinking that if the following rule could be applied it could make things interesting: A Sensor can detect a ship if at least one of its "sight" (as called in SEV it seems) for a "type" (if there would be several, using for example the Amount2 value) is higher than the cloak value (Amount 1 of cloaking component) of the same type. Then the following scenarios could be created: type 1 : mass type 2 : spirit type 3 : visual Ship 1 has: Level 2 type 1 cloak (small ship has little mass) Level 4 type 3 cloak (almost-invisible ship) Level 1 type 3 sensor (visual sight through space) Ship 2 has: Level 3 type 2 cloak (psychic crew shielding) Level 3 type 2 sensor (psychic crew) Level 1 type 3 sensor (visual sight through space) Then we would heve: Ship 1 can see Ship 2 (visual) Ship 1 cannot see Ship 1 Ship 2 can see Ship 2 (visual) Ship 2 can see Ship 1 (psychic) Do you think that I should forget such objectives for SEV again (as happened with SEIV)? EDIT: Well at least we got the range now. (Both range and types would have been perfect but range is better than types, I agree with you) |
Re: Modding SEV Thread Questions
Does anyone have an idea of the use of the following setting in the damage data file:
Number Of Vehicle Types It isn't used in the demo (as with so many other settings...) and not talked about in modding threads (as much as I can say). http://forum.shrapnelgames.com/images/smilies/shock.gif Considering that the list of available target is defined per weapon (in the component data file), I cannot see the use of this settings in the damage data file (but I guess something in someone's mind must have created this for a reason...) http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Modding SEV Thread Questions
SEIV and SEV both have a lot of stuff in there that was planned, and not implimented. That might be one of those.
Otherwise..I have no idea. |
Re: Modding SEV Thread Questions
Yet another question:
It seems from the DamageTypes.txt file that the Crew Conversion is hardcoded not to be able to be applied on master Computer. However it seems that using a requirement opposite of somethig like Does_Ship_Have_Component_With_Ability("Master Computer") would do the same except that it would be possible to mod it (like to make a virus affecting only master computer taking control of the enemy ship). Do you know about this ? Is the requirmeent currently really hardcoded (legacy from SEIV?) ? |
Re: Modding SEV Thread Questions
is there any option to modify the max population of a planet as a racial trait similar to what can be done about cargo space. i found the Storage Cargo Space Percent and was shown the Storage Facility Space Percent abilities in mainstrings.txt but i see nothing that looks like i can increase max population in the same way. http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Modding SEV Thread Questions
The Facility Space Percent ability works as you want to increase facility space and I've requested A Population Space Percent ability as well - hopefully that will come through.
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Re: Modding SEV Thread Questions
thanks. hopefully it will be added. http://forum.shrapnelgames.com/image...es/biggrin.gif
another question. i figured out how to expand the system map size however i am having trouble placing planets beyond ring 10. they seem to end up all in the same hex as the sun. is the ring 1-10 a hard coded limit or did i miss changing something is settings.txt. i have the warppoints out around the outer 3 rings and asteroid belts beyond ring 10 (i think) |
Re: Modding SEV Thread Questions
There is going to be a fix for that in the first patch.
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Re: Modding SEV Thread Questions
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The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the scale factor variable to the amount you are scaling the systems. You might have to fiddle a few times to get it just right, since SE5 will place systems outside the hex grid readily enough if you are not careful to make all positions inside it.
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Re: Modding SEV Thread Questions
If you put an ability such as resource generation on a component, and put the component on a ship, will the ability continue to operate if you mothball the ship?
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