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-   -   Fyron's Quadrant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=6426)

henk brouwer July 31st, 2002 05:42 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by oleg:
OK, I edited systemtypes.txt
Offending planets have been changed from medium to small. There are no more mistakes when SEIV generates homeworlds:
[/url]

<font size="2" face="Verdana, Helvetica, sans-serif">Would it be possible to generate a new planet size class, with the same size and characteristics as Medium worlds but under a different name, something like "Medium moon". I think the AI looks for "Medium" worlds when assigning homeworlds and not for the actual size.

Fyron August 1st, 2002 04:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Henk:
Yes, but that would make it so that the maps would not be compatible with any other mods or the normal game. That was not the goal of FQM. http://forum.shrapnelgames.com/images/icons/icon7.gif

Oleg:
Interesting, I'll take a look. http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg August 1st, 2002 04:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
SE assign homeworlds to either to planets specified either as "medium" or "any" in systemtypes.txt. In case of "any" - it is most likely that SE IV first generates map and then converts randomly generated medium planets to homeworlds but may be not.

It is possible for SE IV to generate home worlds from vacuum: The "empty" system - just one sun and nothing else has a status "empire can start in = true". I once had a homeworld in such system - it was located in a sector 1:1. It seems that SE IV first assign races to systems that have "empire can start in = true" then it tries to place the homeworld. If there are no suitable planet, it may create one.

geoschmo August 1st, 2002 05:00 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I have found that at least when using pre made maps the game will more often than not make homeworlds out of vacuum rather than convert exsisting ones. Unless you set starting points that are in the same sector with an exsisting planet.

Geoschmo

tesco samoa August 1st, 2002 06:06 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Question. If your homeworlds appear in a sector cloaking nebula... How does your enemy find them...

geoschmo August 1st, 2002 06:10 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by tesco samoa:
Question. If your homeworlds appear in a sector cloaking nebula... How does your enemy find them...
<font size="2" face="Verdana, Helvetica, sans-serif">They don't.

EDIT: I suppose they could get one of those neublae clearing devices, and then they should be able to see them.

[ August 01, 2002, 17:10: Message edited by: geoschmo ]

Gryphin August 2nd, 2002 03:31 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'm trying to make a few good / evil maps.
Is the following correct:
1.5 = Optimal
1.4=Good
1.3=Good
1.2 = Mild
1.1=Mild
1.0=Mild
0.9=Unpleasant
0.8=Unpleasant
0.7=Unpleasant
0.6=Unpleasant
0.5=Unpleasant
0.4=Harsh
0.3=Harsh
0.2=Deadly
0.1=Deadly
0.0 = Deadly

Thanks

Fyron August 2nd, 2002 04:04 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Make planets with those conditions, and name them accordingly. Save the map. Load it in a game, and see what level each of the planets has.

Gryphin August 2nd, 2002 04:26 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That is how I got those values, I wanted to make sure I read them correctly http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron August 2nd, 2002 08:25 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok. http://forum.shrapnelgames.com/images/icons/icon7.gif


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