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Moding Questions
Just thought I'd make a topic for people to ask questions about modify the text files, and the results of said change http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
One question I have, does anyone know if in VehicleSize.txt, if the Code for the vehical can be any size, or is it limited to two characters? |
Re: Moding Questions
-bump-
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Re: Moding Questions
Heh thanks http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Another question...Still modifying the VehicleSize.txt file, and now I'm trying to use the Requirement function for the ships..but I can't seem to figure out how it works. I mean they have : Requirement Can Have Aux Con := True And yet "Aux Con" doesn't appear in ANY other text file (text search with Win2k and grep under linux). If someone can help me out with how this works I'd appreciate it a lot! |
Re: Moding Questions
An "Aux Con" is an Auxiliary Control, an "Emergency Bridge" if the main bridge is destroyed. It's in the components file under its full name.
[This message has been edited by Baron Munchausen (edited 20 November 2000).] |
Re: Moding Questions
Incidently, in case you didn't notice, you can put *any* component in that list..
Phoenix-D |
Re: Moding Questions
In case you didn't catch what I meant...how does "Auxillary Control" get shortened to "Aux Con"? I mean its not listed that way anywhere else.
I've tried adding other componets to my "must" have for ships, and it never shows up in the game. |
Re: Moding Questions
Yes, most of the optional "requirements" for ships don't work yet. For example, I've put engine requirements for ships in my custom tech setup to duplicate the SE3 ship design setup. It doesn't show up either. Hey, for a long time the "engine per move" setting was ignored. At least they fixed that before the first release. If you want your ships to need more than one engine per move you can do it now. As for the other settings, I guess we'll just have to wait till lots of bugs and more urgent issues are covered.
As for "Aux Con" -- how does anything get shortened? The programmer decides to save some typing by shortening it. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by Baron Munchausen (edited 21 November 2000).] |
Re: Moding Questions
I was hoping it wasn't something that was hardcoded...at least thats how the explanation at the top of the file makes it seem like you can add req for any type of componet for you ships...guess it doesn't work http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
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Re: Moding Questions
Assuming they make this all work eventually, is it possible to add systems to the list of what counts toward the 50% in a transport hull, and to make systems not allowed in warship/carrier hulls?
I would personally like to modify the game so that all systems which confer special non-combat capabilities can only be used in transport hulls (shipyards, repair bays, etc...), and not have to fill special purpose ships up with 50% cargo holds. What I'm looking to duplicate is real-world "auxilliaries". |
Re: Moding Questions
Well looking at the file, and how I understand it http://www.shrapnelgames.com/ubb/images/icons/icon7.gif, you have to add for each hull which componets are required/allowed/not allowed. Unfortunetly it either isn't working yet, or I don't know how it works http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Moding Questions
Its not quite for each hull because there are differences between population transports and troop transports. For troop transports satellite and mine bays count as storage bins, but for population transports they don't. So I always pick troop transport as the type giving me more flexability.
[This message has been edited by Tomgs (edited 22 November 2000).] [This message has been edited by Tomgs (edited 22 November 2000).] |
Re: Moding Questions
Umm, but you can call a ship whatever you want, even remove the ship types. So I don't see how those make a difference.
The one thing I want to know is if the requirments listed in VehicleListing.txt are hard coded into the game or not, cause no matter what I seem to try I can't add a new requirment too a ship. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif |
Re: Moding Questions
Can you set up negative production modifiers using <Population Modifiers> and how does the game handle the pops below the first defined modifier? (Worst case - it would default back to 100 perc).
By the way, what is "SY Rate"? It does not ring a bell. Example: Modifier 1 Population Amount := 9 Modifier 1 Production Modifier Percent := 25 Modifier 1 SY Rate Modifier Percent := 25 |
Re: Moding Questions
Vilemare:
I'm not 100% sure on the Pop question as I've not messed with that aspect yet. Easiest thing to do would be for you to try it. Back up your original and make the change and see what happens. Shouldnt take too long. This is exactly how I've been modding things so far...trial and error. And so far, I've been very pleased with the results. As far as 'SY Rate'...its the build rate for Space Yards on that planet. At stock, I believe it is set to 2000m,2000o,2000r per turn. The 'SY Rate' is a multiplier to this rate. It determines how quickly your Space Yards churn things out. Hope it helps Talenn |
Re: Moding Questions
Pop Modifier thingie came out OK.
Seems to work fine with negative modifiers(<100%). Also, the first modifier tresholds all values above zero, so no problems there. Example: I set it up with base usage rates of 100 and pop modifiers ranging from badly reduced to default levels. Domed colonies are now almost useless for unit/ship production, and it takes more than a few years to put up some simple resupply depots - the way I like it! (AI could be really crappy from all this, so it needs some working and thinking through). |
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