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-   -   MOD: Space Empires V - Babylon 5 (http://forum.shrapnelgames.com/showthread.php?t=38348)

Fyron April 25th, 2008 01:31 AM

Re: MOD: Space Empires V - Babylon 5
 
Alright kids, if you've got something so important to say on that note, you can read it in front of the whole class.

Ragnarok-X April 26th, 2008 10:41 AM

Re: MOD: Space Empires V - Babylon 5
 
Here comes another one. I fear this will be pretty difficult.

How would i go about adding a new empire and forcing to select the new created "Narn Regime" trait ?

I figured its something with the scripts. Script files call Racial traits from Script_AI_GlobalConstants_RacialTraits.txt but i cant seem to add a new constant

AI_RACIAL_TRAIT_NARN_REGIME string := "Narn Regime



Would anyone be kind enough to give step-by-step explanation ?

I seem to have a general idea about those scrips, but not enough to get it to work. I assume you somehow load a file into the parser, edit it and hit complile and it should throw out a bunch of new files you need to put into the appropriate "empire" folder.


How exactly would i go about telling my new empire (i.e. within the empire folder is the "narn" folder with ship files and a bunch of .txt, but none of those cover racial trait decisions).

Captain Kwok April 26th, 2008 11:48 AM

Re: MOD: Space Empires V - Babylon 5
 
Add the constant for your new trait as you've already done. Then copy one of the [EmpireName]_Setup_Script.txt files and rename it Narm_Setup_Script.txt. You'll see a function in that file that chooses the racial traits for that empire. Replace one of them with your new trait constant - in this case you'd want it to be added first. Open the Narn_Setup_Script file with the Script Parser and hit compile. It will make Narm_Setup_Script.csf, which you can then place in your Narn empire folder. If the game picks the Narn as an AI race, it will choose your trait.

Captain Kwok April 26th, 2008 11:50 AM

Re: MOD: Space Empires V - Babylon 5
 
The Wiki has some more coverage on how the scripts work in general:
http://wiki.spaceempires.net/index.p...ting_%28SEV%29

Ragnarok-X April 26th, 2008 02:27 PM

Re: MOD: Space Empires V - Babylon 5
 
Got it, thanks.

Ragnarok-X April 26th, 2008 03:17 PM

Re: MOD: Space Empires V - Babylon 5
 
A few quick questions:


Is there any way to alter a ships speed in combat ? It seems the movement speed of the vessel is always proportionally tied to its system-movement speed. Any way to change this ?

Even though my mod folder has only 2 empire files (EA, Narn), the AI creates new games with stock races. How can i tell the game to ONLY use the custom races inside the gametype folder ?


Is there any way to make buildings "unbuildable" ? I.e. make homeworld facilites unique ?

Fyron April 26th, 2008 03:41 PM

Re: MOD: Space Empires V - Babylon 5
 
Quote:

Ragnarok-X said:
Is there any way to alter a ships speed in combat ? It seems the movement speed of the vessel is always proportionally tied to its system-movement speed. Any way to change this ?

There are bonus movement abilities available. I don't think the formula that determines base movement as a function of strategic movement is modifiable though.

Quote:

Even though my mod folder has only 2 empire files (EA, Narn), the AI creates new games with stock races. How can i tell the game to ONLY use the custom races inside the gametype folder ?

There is a line in the Mod_Definition.txt file that determines whether stock races can be used. I forget the name.

Quote:

Is there any way to make buildings "unbuildable" ? I.e. make homeworld facilites unique ?

IIRC homeworlds can start with facilities unavailable for construction, if you add them in the homeworld starting facilities data file.

Ragnarok-X April 26th, 2008 05:16 PM

Re: MOD: Space Empires V - Babylon 5
 
Yet again, i have a problem.

I have both the EA and NARN empire files in my gametype folder. I start a game w/ 2 players and everything is fine until a combat happens or i open the combat simular (ground/space does not matter).
Instead of opening the combat screen, i get an "index out of bound" error and SEV crashes.
Note that this happens when i enforce EA and NARN (allow stock races: FALSE).

Once i enable stock races, everything is fine. Even with EA and NARN and lets ay Eee in the game, combat works and so does the simulator.

Any idea why the game enforces the use of stock races in this case ?

Fyron April 26th, 2008 08:05 PM

Re: MOD: Space Empires V - Babylon 5
 
Maybe you just need more than 2 shipsets available. Try putting all of the B5 races in there.

Ragnarok-X April 27th, 2008 10:54 AM

Re: MOD: Space Empires V - Babylon 5
 
That was it. As soon as i had at least 5 empire folders in the gametype folder, it didnt crash anymore.


...

thanks !

Ragnarok-X April 27th, 2008 11:02 AM

Re: MOD: Space Empires V - Babylon 5
 
Fyron, how would i about scrapping the armor/inner/outer slot system and giving all ships only "outer" slots. I dont care if they are displayed correct (i.e. using SJ generic layout).

In addition, how would i go about making a certain building unbuildable ? Just set "allows usage" to FALSE ?

Fyron April 27th, 2008 02:39 PM

Re: MOD: Space Empires V - Babylon 5
 
The easiest way is to make a slot override file with SJ's slot modder, that has only what you like. Then, configure the mod to use the override, and ignore whatever is in shipsets.

The easiest way to make a facility unbuildable is to give it a level 10000 req in some tech. I'm not really sure what "allows usage" actually does.

Ragnarok-X April 27th, 2008 03:47 PM

Re: MOD: Space Empires V - Babylon 5
 
Perhaps i should ask SJ to modify his tool and add a single button which automaticly replaces all existing slots with slot X where X = armor or inner or outer hull.
I dont think i like the idea of manually adjusting a zillion of slots lol.

Thanks so far, Fyron.

Suicide Junkie April 27th, 2008 11:31 PM

Re: MOD: Space Empires V - Babylon 5
 
The easiest way to do that is to open the slot layout file and do:
Edit->replace. Inner Hull -> Outer Hull. Yes to all http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron April 28th, 2008 12:56 AM

Re: MOD: Space Empires V - Babylon 5
 
Do slots need to have unique names, or are duplicated names allowed?

Ragnarok-X April 28th, 2008 02:39 PM

Re: MOD: Space Empires V - Babylon 5
 
Anyone knows what an "invalid pointer operation" when opening the research screen aims to ? Without a proper error log file its getting kind of frustating.

Suicide Junkie April 28th, 2008 03:46 PM

Re: MOD: Space Empires V - Babylon 5
 
A common problem is giving a research area zero cost... check that they're all at least 1 point in price.

Fy:
GGmod has many duplicate names (Forward hull, Center hull, port hull edge, etc) and there's never been any complaint.

Ragnarok-X May 1st, 2008 08:27 AM

Re: MOD: Space Empires V - Babylon 5
 
I dont think i can follow SJ.

When opening your generalized slot override file, i dont see an option called "replace" once i hit Edit.

Ragnarok-X May 1st, 2008 01:51 PM

Re: MOD: Space Empires V - Babylon 5
 
Can ship training facility effiency be capped like in SEIV ?

Fyron May 1st, 2008 02:36 PM

Re: MOD: Space Empires V - Babylon 5
 
Quote:

Ragnarok-X said:
I dont think i can follow SJ.

When opening your generalized slot override file, i dont see an option called "replace" once i hit Edit.

He was referring to a text editor's find/replace function.

narf poit chez BOOM May 1st, 2008 07:08 PM

Re: MOD: Space Empires V - Babylon 5
 
Quote:

Ragnarok-X said:
Can ship training facility effiency be capped like in SEIV ?

No, but it can be capped. http://forum.shrapnelgames.com/image...ies/tongue.gif

There's an 'iif' command (Yes, that is the spelling) You'll find it in the weapons' damage formula.

That is, assuming the iif command works there, which isn't certain.

Ironmanbc July 13th, 2008 01:14 AM

Re: MOD: Space Empires V - Babylon 5
 
just giving this a bump (or are we done with this?)

Randallw July 13th, 2008 03:11 AM

Re: MOD: Space Empires V - Babylon 5
 
What, the B5wars mod? We started the second test game the other day.

Ironmanbc July 13th, 2008 04:47 AM

Re: MOD: Space Empires V - Babylon 5
 
cool how was the first game????

anything need fixing?

Randallw July 13th, 2008 06:02 AM

Re: MOD: Space Empires V - Babylon 5
 
There were a few things. Mostly it appeared that arpeegy wanted to refine the tech tree. If the player in first when we finished is any indication, then I'd say the Centauri won. Which was me by the way.

Of course we never got past the first turn, but still.... http://forum.shrapnelgames.com/image...es/biggrin.gif

Actually that's probably indicative of something now I come to think about it. We have 3 Ancient races, and 6 or 9 younger races. Considering the Centauri were number 1 that means I was more powerful than the ancients http://forum.shrapnelgames.com/images/smilies/fear.gif. Now I'm 4th, once we restarted, so as far as I know the 3 ancients only are more powerful than the might of the Centauri Republic, which makes sense. Mind you the Minbari should be more powerful than me, though knowing my arch enemy is playing them we'll probably be about equal.


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