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Modding Question?
I've been looking at all the mods out...and experimenting with the moding program. With a small discussion of the mod idea with my bud...he was wondering if there is a way to make pre-prepared ship types...ie with all of the components and names for each specific race you want to include. Basically this would reduce the Research to just a time oriented thing...where when u reach a new level of research...you get new ships types/sizes that you can pick from a list to build.
Thanks, Kana |
Re: Modding Question?
the only way to do that is to create an empire and load a game with all the tech and design the ships and then save the empire with the ships...
then start another game and load that empire file it will have all the different ships and when they become avail due to research they will show up ( instead of being greyed out ) |
Re: Modding Question?
I think he's talking more about making racial tech areas where someone would just research "Klingon technology 1-100". If so, sure you can do that, but you'd need to duplicate their specific components, since tech requirements for a component are always all required (logical AND, never logical OR). Of course, you can then make them different too, for flavor.
PvK |
Re: Modding Question?
Seems you are asking if the ships can be forcibly preloaded with components, with no design decisions to be made. This can only be done in a haphazard manner, by adding the abilities to the hull. If you do this, the ships will no longer take partial damage, with random components being destroyed. Any abilities on the hull itself are present until the ship is destroyed. So, some components still need to be addable, but they could just be the armor and shields. This would limit customization of designs, though it would be clunky.
Another (better) way would be to play with the Ship Design ministers enabled. Modify the AI files to get the ship designs you want available for each race, then have a house rule that you can only use the designs that the AI creates for you. This will have the intended effect, but will not be forced by the game mechanics. |
Re: Modding Question?
Fan of Galactic Civilizations, perchance? http://forum.shrapnelgames.com/images/icons/icon12.gif
You could also make "uber-components" that perform all of a ship's functions and take up all of its tonnage, and restrict them to certain hulls by use of mounts (so that if you want a 75kT "scout" with 9 moves and the functional equivalent of a single antiproton beam, you create a huge component with a mount that only works for 75kT ships, and give it 9 movement points, a weapon ability, and all the misc. other stuff you need like supply storage. Actually, this might not be a bad idea if you want to play an "epic" game with thousands of ships on a side, as reducing each ship class to 1 type of weapon and eliminating partial damage (which are otherwise unfortunate side effects of this idea), as then the combats would be much cleaner (no "oh, now all 600 of my ships fire their 15 anti proton beams each" http://forum.shrapnelgames.com/images/icons/tongue.gif ), and you don't have to worry about micromanaging repair! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Modding Question?
All worthy ideas...I'll consider them all...More than likely it will be the first option that I'll have to end up doing...But couldn't you just start a game with high tech for the player...and then create all ships with components and then save the empire file? Also as for the research of said "ships/racial tech" couldn't all the components also have additonal tech area requirement levels all tied into the ships construction track...
...I think that came out right... Oh...no not GC...which was better than MOO3 supposedly...but not as much fun as SE3 or SE4..I had created a Star Fleet Battles mod for SE3 and I wanted to do the same for SE4...more like SFB than Star Trek...so it would be different than the current ST mods...more like the StarFire mod. Also...is there anyway to use the ship pictures from Star Fleet Command 1, 2 or OP to use for ship pics and portrats? How would one go about doing this...Yes...I will read all of the ship modding essays and such...currently I'm looking on the net for sites that have modded pics...for SFC 1/2. Well Thanks, Kana |
Re: Modding Question?
Ok...New Modding Question...
On Mounts...Are mounts tied in to the ship construction on the tech tree...or can the be attached to specific component or weapons tech levels? Thanks again, Kana |
Re: Modding Question?
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Slick. |
Re: Modding Question?
Check out the header info in the CompEnhancement file. It lists all of the optional fields that can be added to mounts.
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Re: Modding Question?
Well, since this thread is called 'modding question', here's mine http://forum.shrapnelgames.com/images/icons/icon7.gif
You can make tech areas require several prerequisites, but afaik they only work as "AND". Isn't it possible to add an "OR" variable, so you need tech A AND tech B OR tech C for a tech D? I'm asking because I was thinking of creating several research paths you can follow. For example, making point-defense weapons available as soon as missiles are discovered, OR when you reach fighters (both would require different techs, but I don't want the PD to become available only when you reach fighters AND missiles) http://forum.shrapnelgames.com/image...s/confused.gif edit: I know I could make two different PD weapons, one for fighters and one for missiles but I don't want it that way... Oh, and is it possible to edit the 'can target' Groups? I wanted one weapon to have some exotic targetting options and it wasn't supported http://forum.shrapnelgames.com/images/icons/icon9.gif [ May 05, 2004, 15:14: Message edited by: ace joh ] |
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Hmmm, well, there's some more questions I have (they just keep coming, I know. Sorry 'bout that http://forum.shrapnelgames.com/image...s/rolleyes.gif )
1) adding those weapon targets: apparently the ones you add yourself don't show up in DavidG's SE4modder, or did I do something wrong? 2) Can you add new weapon damage types too? E.g., a weapon that only damages supply storage? That would be it, for now http://forum.shrapnelgames.com/images/icons/icon12.gif |
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http://forum.shrapnelgames.com/images/icons/icon10.gif Just kidding. Keep 'em coming! http://forum.shrapnelgames.com/images/icons/icon6.gif Quote:
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Do "modify point generation - system" abilities work on components, so I can add a base component that will increase research in the system by, say, 1%? Smaller boni than those planetary supercomputer facilities, but they are available earlier and don't take up room on a planet. http://forum.shrapnelgames.com/images/icons/icon7.gif Or do only point/resource generation abilities work? |
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Where would we find the latest Version of the SE4 Modder?
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Re: Modding Question?
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However, be aware that the new point generation resource abilities do NOT have their production displayed anywhere, not on the ship, not in the Empire Status window, nowhere. You still get the points from them, but you have no idea how much they produce or anything. Using them is a huge pain, as the game does not factor them into the Empire Status window. http://forum.shrapnelgames.com/images/icons/icon9.gif Research and intel abilities are factored into the appropriate windows for them though, so they are fine. Quote:
[ May 06, 2004, 20:13: Message edited by: Imperator Fyron ] |
Re: Modding Question?
Damn. Again. http://forum.shrapnelgames.com/images/icons/icon9.gif
Oh well, another one to finish for the moment: can the requirements for sphere/ring world generators be edited? More specifically, the amount of plating/cables required, and most importantly, the location? (to create some sort of artificial moon, ready to be colonized http://forum.shrapnelgames.com/images/icons/icon7.gif ) (I fear the answer will be 'nope', but still, one can only hope http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: Modding Question?
The amounts can be modded, but the location must always be over a star...
The DevNull mod does this with Stellar Moons. Here are the areas you'd need to mod, using Stellar Moons as an example: From components.txt: ----- Name := Artificial Moon Placement Generator Description := Provides the gravitational matrix needed to assemble a stellar moon. Pic Num := 178 Tonnage Space Taken := 500 Tonnage Structure := 500 Cost Minerals := 25000 Cost Organics := 25000 Cost Radioactives := 25000 Vehicle Type := Ship\Base Supply Amount Used := 500 Restrictions := None General Group := Stellar Manipulation Family := 3022 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Artificial Stellar Moon Construction Tech Level Req 1 := 1 Number of Abilities := 2 Ability 1 Type := Create Constructed Planet Ability 1 Descr := Will create an artificial moon around a star. Ability 1 Val 1 := 3 Ability 1 Val 2 := 0 Ability 2 Type := Constructed Planet Requirements Ability 2 Descr := Must have 5000kT of artificial moon components present at location. Ability 2 Val 1 := 3 Ability 2 Val 2 := 5000 Weapon Type := None Name := Artificial Moon Component Description := Provides the ground material and infrastructure used in artificial moon construction. Pic Num := 245 Tonnage Space Taken := 500 Tonnage Structure := 500 Cost Minerals := 5000 Cost Organics := 5000 Cost Radioactives := 5000 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Stellar Manipulation Family := 3023 Roman Numeral := 0 Custom Group := 3 Number of Tech Req := 1 Tech Area Req 1 := Artificial Stellar Moon Construction Tech Level Req 1 := 1 Number of Abilities := 0 Weapon Type := None ---- From PlanetSize.txt: Name := Stellar Moon Physical Type := Planet Stellar Size := Tiny Max Facilities := 25 Max Population := 10000 Max Cargo Spaces := 20000 Max Facilities Domed := 10 Max Population Domed := 4000 Max Cargo Spaces Domed := 8000 Constructed := True Special Ability ID := 3 ----- That Last line (special ability ID) matches up with the value given to the "Create Constructed Planet" ability on the component. |
Re: Modding Question?
Ah OK, that means any solar generation facilities stop working once you build something there, no matter how small it is I guess?
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Nope. RWs and SWs count as a star for purposes of solar generation abilities.
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Oh yeah? In that case, do the star and RW/SW both count as stars (so there's two stars in a single-star system), or do they just count as one?
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Re: Modding Question?
When you build a RW or a SW, the star that was there disappears. So no, there is only 1.
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Re: Modding Question?
Well, it's been a long time now since my Last question (didn't have time to work on it any further), but now I have some time again and here's another question: I wanted to add a Space Elevator facility, its purpose would have been to increase the (planetary) Space Yard production rate by making it easier for materials, tools, ... to reach orbit, where I assume the shipbuilding occurs. Unfortunately, there's no 'increase space yard rate' modifier, so I fear that's another no-no http://forum.shrapnelgames.com/images/smilies/frown.gif
Unless it's possible to use a racial modifier for a facility? 'Cause there's a production modifier for races, wouldn't it be possible to use that for it? |
Re: Modding Question?
You couls simply make it a new space yard.
ESSY (Elvator Supported Ship Yard) Then increase production. |
Re: Modding Question?
You mean: just making it a complete space yard, right?
I could do that but then you only need one building, instead of two like I had in mind. (a space yard + a building that increases the space yards production vs a better space yard) (edit: some wrong button pushed or what? :s) |
Re: Modding Question?
I treid something simular and could not get it to work. I tried every work around I could find.
What would be nice is if we had the ABILITY Generation Modifier - Production or +/= % to Construction. (Hummmm) Something is coming to me.... Nope that won't work either. I guess the closest thing would be the REPAIR ability. http://forum.shrapnelgames.com/images/smilies/frown.gif |
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Why does it seem like every thing I would like to try turns out impossible? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Modding Question?
I don't know, perhaps you could use this?
Modified Maintenance Cost Value1 = Percentage of normal maintenance (10% = 110% of normal, -10% = 90% or normal) Value2 = The only other thing that I can suggest is that your elevator improves HAPPINESS and thus production will improve via the hard coding of the game. Planet - Change Population Happiness Value1 = Percentage the happiness of this planet's population is improved each turn. Value2 = |
Re: Modding Question?
The closest thing you could do would be a fixed bonus to construction rate, while using two facilities. It would work roughly as follow:
- Standard Spaceyard, with the wanted construction rates - Project of Ameliored Spaceyard, which does nothing at all. Its purpose is to bypass the "one spaceyard per planet" restriction. - The actual Ameliored Spaceyard, which comes as an upgrade to the Project. This one will have a fixed bonus to construction rates, such as a full +1,000 points for the three resources. |
Re: Modding Question?
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How does that modify maintenance cost work? does it modify the maintenance cost for every ship in the system? This may well be an option to consider. edit: oops, didn't notice alneyans post So, if I understand correctly it's possible to have two spaceyards on a planet working as one if you add a building that does nothing and then make it upgradable to a facility with the same functionality as a space yard?? http://forum.shrapnelgames.com/images/smilies/shock.gif |
Re: Modding Question?
The ability affecting Maintenance (as with the Crystalline facility) is system-wide, and very useful if you need to build a bigger fleet for a war.
Yes, this workaround allows you to build more than one spaceyard on a given planet. However, there is no way to limit the number of these facilities, so a player could build several spaceyard upgrades on the same planet. |
Re: Modding Question?
This is a frieghtening subject guys. A while back I did something by mistake that no one else had done before and it sparked a huge discussion about how to work around the one shipyard per planet limit. I honestly do not recall it. It was during the first stages of the STM or AST mods I think.
So it must still be on the forum someplace. |
Re: Modding Question?
Well, now we're on the subject anyway, would it be possible to add a spaceyard with negative values, so it actually decreases your ship construction rate?
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Re: Modding Question?
Yes it works, with the same restrictions as before. Another way would be to increase the construction rates of planets without a Spaceyard (say, 4,000 of each resource), while keeping Spaceyards at the same construction rate.
This would make Spaceyards less efficient at construction planetary-based stuff, which might be useful depending on what you plan to do in your mod. |
Re: Modding Question?
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Attached is a practical example of a Space Yard Expansion. In Adamant, Space Yard Expansions increase the build rate of only a single resource (so there are 3 different types), but that is not strictly necessary.
Note that the base project comes after the SYE that have the SY ability. This causes the Project to appear in the list when Show Only Latest is selected, but it will still upgrade properly. No need to have to constantly switch between showing and hiding "obselete" facilities this way. http://forum.shrapnelgames.com/images/smilies/wink.gif Also, note that it has 1 for an ability for the organic and radioactives build rates. If you have a SY rate of 0, an infinite amount of resources can be put into the build project per turn; as long as you can afford it, you can build anything in a single turn (if all 3 rates are 0). |
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