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A couple of modding questions
I've got a couple of questions about modding.
1. Is it possible to add different planet types other than rock, ice, or gas? 2. In the same vein, is it possible to add types of planet other than the given methane, oxygen, none, etc? 3. What's the maximum amount that the planet value percentages for minerals, orgs, and rads can be. From what I've seen in the stock game, the max for planets is 150%, and asteroids is 300%. I think that can be modified, but how high can I go? If anyone can help with these, please do. Thanks in advance. Renegade 13 [ January 02, 2004, 23:03: Message edited by: Renegade 13 ] |
Re: A couple of modding questions
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Re: A couple of modding questions
By using value improvement plants, a planet's value can be increased up to 250% mineral, 250% organic, and 250% radioactive. A planet created from an asteroid field can have up to 300% if the original asteroids had that sort of value.
In settings.txt, you can change the lines Maximum Planet Percent Value := 250 Asteroids Value High Percent := 300 |
Re: A couple of modding questions
I think the question is, how high can the percentages go. I am not sure what the answer is, but typically either 255 or about 65,000 are the limits, being the values you can represent with either one byte or maxint. you can go higher with longint, but i really doubt it would be used. it can also be some other arbitrary value, but there is not really any point to doing it that way.
so since asteroids can be 300 by default, its obviously not 255. i would guess you can mod values up to maxint, or maximum integer value, or about 65,000. |
Re: A couple of modding questions
you know, one of the things i've been doing is looking for ways to make game's rediculusly fast, like increasing pop growth. now, if all miner's had a 1% increase built in...
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Re: A couple of modding questions
That would be handy for filling up those sphere worlds. Just build a couple dozen mining facilities in the beginning.
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Re: A couple of modding questions
it's not cummulative in gold? it was cummulative in classic.
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Uh, BTW, there is no ability to change population on a specific planet, all are system-wide. [ January 03, 2004, 03:27: Message edited by: oleg ] |
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Re: A couple of modding questions
So if I wanted a game where thousands of ships were involved, all I'd have to do is increase the max planet value to some ridiculous amount, so all the players had a massive surplus of materials. Good. (I like huge fleet battles http://forum.shrapnelgames.com/images/icons/icon10.gif )
Oh, and thanks a lot for the speedy replies. That's one thing you can always count on here, fast, accurate responses. I appreciate it. Thanks a lot guys. Renegade 13 |
Re: A couple of modding questions
your welcome.
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well, you can count on fast responses, i dunno about the acurate ones...
http://forum.shrapnelgames.com/images/icons/icon10.gif |
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But I think planet value is still topped up at 250% if goes through the planet improvement. |
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[ January 03, 2004, 06:12: Message edited by: narf poit chez BOOM ] |
Re: A couple of modding questions
Just so there is no confusion... value and conditions improvement plants are cumulative. Build as many as you would like. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: A couple of modding questions
I've done a little testing, and the Maximum Planet Percent Value can go at least as high as 65000, and everything works great. Here's my question though. So we have empires with virtually unlimited resources, from just a couple of planets. That means fleets of thousands of ships could conceivably be built. However, the combat window is only 63 by 63 squares if I counted right, making a total of 3969 squares.
So if my fleet of 2000 ships meets my enemies fleet of 2000 ships, there isn't space for all of them. Would that result in a game-killing overflow error or something? Or would ships stack like they did in SE3? And is there any way to alter the size of the combat window so it is greater than 63 by 63? Cause I'd like fleets with thousands of ships, but that may not be possible if the combat window can't be expanded. Thanks again for the help. Renegade 13 [ January 03, 2004, 14:58: Message edited by: Renegade 13 ] |
Re: A couple of modding questions
nah, ships will stack, ive seen it. but i think they stay inside of your deployment area when being placed. If you want really large battles, you can always mod ships to be fighters, and then you can have stacks of hundreds of ships. it can be a pain to rearrange your stacks, especially when launching from planets, so there are some downsides to that idea.
maxint is 2^16 (two bytes), or 65,536. or possibly 65,535 since that is FFFF in hex, and one of the values has to be reserved for zero, so its actually 2^16 - 1. if its higher than that, he used longint (god knows why..). I dont remember how many bytes are in longint, but I think its max value is somewhere in the millions. a google search for "longint" or "long interger" should turn it up. |
Re: A couple of modding questions
How do you get the ships to stack? I couldn't get my ships to move onto the same space as another ship...
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