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Map editor
I just tryed the map editor with the systems name file mod that I made and it was great. I created an earth system call sol, renamed all the planets. earth, mars,etc.....
P.s it looks like the editor reads from the same location as the path name. I.e if your path is mod then that is were it reads from. Some more information: When seting up starting points for races. You pick 1,2,3,4 when you go in the game you need to load the race that you want at starting point one first then the others in the order you want them to start. Have not tested what will happen if your starting point for race 1 is a different type of planet then the race you put in starting position one in the game. [This message has been edited by Dracus (edited 18 April 2001).] |
Re: Map editor
When you named the planets, did you do it will playing or with the map editor. When I try it I get a range check error after I rename the first planet.
------------------ Rules? What Rules? |
Re: Map editor
I did it in the map editor.
Just renamed a planet pizza 1. I am getting a couple of errors when I try to do things also. I then move to another planet and it works. have not loaded a map into a game yet. There are some things that seem to be weird in the editor. Like adding a sun to the same location as a planet, Giving planets strange advantages, etc. Not sure how they will load yet. That is my next test. [This message has been edited by Dracus (edited 18 April 2001).] |
Re: Map editor
When naming my planets I would edit one's name, but when editing another, I would get the error message and couln't get to the edit menu. And then when trying to add a planet, I couldn't do it at all.
I have loaded a map that I generated and modified slightly, and sofar it's working ok. ------------------ Rules? What Rules? [This message has been edited by Maverick (edited 18 April 2001).] |
Re: Map editor
Have you tryed adding warp points in the same sector as a planet or sun. What about giving a planet the same ablities as a nebula?
I am creating a map at this time that does both these, just to see how they work in the game. |
Re: Map editor
I'd like to fix the naming problem before trying anything else.
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Re: Map editor
I just created a map that had a warp point behind a planet, a sun behind a planet, a planet with a astroid field, and double planet. One planet named pizza. I did notice that if you don'et set starting points the game will randomly add starting planets to the map. My first load, I ended up in a nebula. My second was in a black hole system.
I loaded the map into the game and sent a ship to warp at the planet and it did use the hiden warp point.(Man just think, a fleet appearing in orbit around a planet by using this.) You could create some crazy maps by hiding warp points in storms, behind planets/suns. Still have not played with the ablities yet. [This message has been edited by Dracus (edited 18 April 2001).] |
Re: Map editor
How about creating a warp point that sits right on top of the center of a black hole?
If your ship is falling in, you could escape to another starsystem http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Can you create a system with more than three stars? Put 10 sphereworlds in one sector http://www.shrapnelgames.com/ubb/images/icons/icon7.gif? |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Dracus:
My first load, I ended up in a nebula. My second was in a black hole system.<HR></BLOCKQUOTE> COOL! Was your nebula planet hidden from the other players? And did the black hole suck your planet in? (I'm guessing probably not, but ships were, even if they were "in orbit" around the planet. LOL! Really bad astrophysics, but fun!) |
Re: Map editor
I just put a warp point in the center of the black hole. Have not ran a ship across it to see what the effects are yet.
I have also created a system with a center point that destroys ships--a hiden black hole effect. Have not tested this yet either. |
Re: Map editor
The black hole center damage effect only hurts you after the end of your turn (after you get pulled), and you can fly across the center, so you will be able to go through unharmed.
Its gonna make for some interesting tactics, like leading some enemy ships to their death, then escaping through the wormhole http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. |
Re: Map editor
I always make new warp points to cut-off sections of the map at a black holes center (unless I've built a few starbases in a nebula to garrison new warp point(s).)
It deffinatly helps prevent colonizers expanding in your territory... it's a nuisannce to players (at best), and it can be deadly for the AI. Look at it this way, im the early game ships only have 6 move... if they use their Last half of that movement to enter the warp point (into the BH system), or move within the "kill zone" to go to the warp point... they are going to die (That's 50% of the ships!), that's not counting loss of supplies. Humans will only lose 1 ship, after they know about the BH, they will know to pause on the other side of the WP to be able to get out of the kill zone. [This message has been edited by Trachmyr (edited 18 April 2001).] |
Re: Map editor
Dracus,
Are you running your game turns for your test play by web game with Version 1.35? Wondering if downloading the patch is going to cause a problem with it. Geo |
Re: Map editor
Maverick,
The planet naming is about timing. If I create a system called Sol and a planet called Earth, I will get a range error when I try to add the next planet. So just add all the planets as Sol 1 - 9, then change the names. Now no problems. |
Re: Map editor
OT
Geo, I did update just to see what will happen. everyone, I did notice this about the game --- If you change the path name from mod back to none in mid game. The added races will use standard race ship sets. And when you switch back to mod then they al go back to their correct shipsets. Not sure if they start using default AI's are not. still testing. BOT Yes, you have to add all the planets first then rename them. I just created a WP hidden behind a storm cloud. This is going to make for some interesting maps. [This message has been edited by Dracus (edited 19 April 2001).] |
Re: Map editor
I am really impressed by the map editor. The possibilities seem almost endless to me and it will let us create very different games. And I just love the SE III layout!
Excellent work MM and thank you very much! |
Re: Map editor
It's still not working. After I name the first planet, I get a range check error when I try on the next. I first tried moding an existing system, then I created a whole new one, but I still got the error message. It's not a really big problem, but it indicates that there could be other problems with the editor.
------------------ Rules? What Rules? |
Re: Map editor
Ok, let me run a few tests.
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Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q:
.... And I just love the SE III layout! Excellent work MM and thank you very much!<HR></BLOCKQUOTE> hmm... kinda makes you wonder when the map editor was really made http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif [This message has been edited by LemmyM (edited 19 April 2001).] |
Re: Map editor
Just one small question: Has anybody found a possibility to check which system names have already been used in a map?
If you add a system when already 200 are present, it's quite difficult to control which system names already exists. You can apparently choose the same name for two systems without an error message. [This message has been edited by Q (edited 19 April 2001).] |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Maverick:
It's still not working. After I name the first planet, I get a range check error when I try on the next. I first tried moding an existing system, then I created a whole new one, but I still got the error message. It's not a really big problem, but it indicates that there could be other problems with the editor. <HR></BLOCKQUOTE> I might have found the problem: The roman numbers I, II, III etc. seem to be necessary. If I rename a planet just "Earth" I get the same error Messages as you but if I name it "Earth III" everything is fine. |
Re: Map editor
Your right Q. I just tried it and it worked ok. THanks.
------------------ Rules? What Rules? |
Re: Map editor
Ok, I have found 2 more bugs (and maybe spotted some more, but not sure).
1st bug - if you generate map with 150 or more systems, it will produce access violation errors. IMPORTANT NOTE: this bug only happens when generating cluster, galactic, spiral or grid maps (all quadrant types that don't use random system distribution). When you generate mid-life or ancient quadrants everything works fine (even with 255 systems). 2nd bug - When using mod directory feature, the map editor will read all quadrant related text files correctly, but will look for bitmaps in the default folders only. So if you have any custom bitmaps for your systems, you will have to place them in default folder. EXAMPLE: If you use new nebula pictures and TDM modpack, you will place pictures in "SE4\TDM Modpack\Pictures\Systems" folder. The map editor will, however, look for them in "SE4\Pictures\Systems" folder. |
Re: Map editor
Actually I had a game I was doing for the twingalaxies competition, and it was declared illegal because a neutral player had a planet generated in the middle of a black hole. As long as he didn't move his ships off his planet, they didn't get sucked in. This was really weird, but I thought it was awesome.
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Re: Map editor
Ok, this is what I just discovered. My first attempt at map making was a success.
I set a planet as the Starting point for Race 1. I created a system, all rock oxegen planets. I created a second system, same, with player 2's starting world. I loaded the map and picked two players. When the game started, player one's world Automatically converted to the type of atomsphere that race breaths. I also created planets with several moons including ones with atomspheres. I hope this little bit of info helps out. SUCCESS: My warp point works too. Man this is going to be fun. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by Atrocities (edited 19 April 2001).] |
Re: Map editor
Another observation... It dosen't matter what minerals/organics/radioactives values you set for "Homeworlds", they'll change to conform to the settings in "Settings.txt"
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Re: Map editor
Putting warp pts over planets , suns , storms does not hide them, it just stacks them in the display window and the main stellar object , sun, planet is visible on the solar system screen
stacking warp points and storm, or storms over planets is not new to the game- during play You can create all 10 warp points in the same sector when opening warp points with stellar manipulation. You could create many storms in one sector also. Stacking warp pts makes it pretty easy to navigate across your empire in one or two turn and defend the stack of warp points but it also makes it easy for the enemy to go anywhere in your empire. Putting a small storm over a planet will not obscure the planet in the game. [This message has been edited by AJC (edited 19 April 2001).] |
Re: Map editor
Ok ajc,
Let me clear this up.... What I meant by hidden is that unless you click on the location you will not see the WP, sun , etc. So if You just travel across the system, you would never see the hidden items other then maybe the little number. |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q:
Just one small question: Has anybody found a possibility to check which system names have already been used in a map? If you add a system when already 200 are present, it's quite difficult to control which system names already exists. You can apparently choose the same name for two systems without an error message. [This message has been edited by Q (edited 19 April 2001).]<HR></BLOCKQUOTE> Sorry to quote myself, but I would really appreciate any answer positive or negative. If it's not possible until now this would be a request for the next patch IMO. |
Re: Map editor
in the map editor there is a check block called "systems names" which when checked switches on the system names over the system.
hope this helps... [This message has been edited by pathfinder (edited 20 April 2001).] |
Re: Map editor
Note on Sphereworlds etc. If you make maps with these and assign them to players (ie, force starting points) they will be used. BUT if the starting players atmosphere\planet type does not correspond with the sphereworld it will revert to a huge ____world (ice, rock , whatever)..
Just info...... (But the abilities file is FUN!,making planets easier to defend with bonuses and such is a great way to enhance the game. I now have a couple of planets with 'all knowing hermits' on them, generating 10%more research on those planets per turn http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ) ------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Deathstalker:
Note on Sphereworlds etc. If you make maps with these and assign them to players (ie, force starting points) they will be used. BUT if the starting players atmosphere\planet type does not correspond with the sphereworld it will revert to a huge ____world (ice, rock , whatever).. <HR></BLOCKQUOTE> From history.txt: Version 1.35: 1. Fixed - Map Editor: Empires that began at starting points on planets would use the atmosphere of the planet. Now, if an empire starts at a starting point with a planet, the planet will be changed to be the same size but match the atmosphere of the empire. Note the statement "same size". Looks like MM didn't count on us wanting races to start on ringworlds/sphereworlds... |
Re: Map editor
I don't know if that rules it out though (someone would actually have to check)... if constucts are treated as their own size, then the race will start on the constuct with the right atmosphere (there is a seperate ringworld/sphereworld listed for each "legal" atmosphere)
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Re: Map editor
A sphereworld start can be done, if you want to have forced starts on sphereworlds you just have to create them individually and remember which one is which atmosphere\type etc and then assign the right races in the game selection to start. Or force all the races to breathe the same atmosphere in the race selection area. (Does changing the atmosphere of a race default them to using default AI files or will they still use their own??)
------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Daynarr:
Ok, I have found 2 more bugs (and maybe spotted some more, but not sure). 1st bug - if you generate map with 150 or more systems, it will produce access violation errors. IMPORTANT NOTE: this bug only happens when generating cluster, galactic, spiral or grid maps (all quadrant types that don't use random system distribution). When you generate mid-life or ancient quadrants everything works fine (even with 255 systems). <HR></BLOCKQUOTE> Any bugs detected w/system settings? I have a few extra systems with planets that have more than two moons and such... |
Re: Map editor
Not sure if this is a bug but...Just made a map and then started a game. All three of my starting planets were placed in a nebula system....thought this sort of thing was stopped patches ago??? Didn't have anything supposed to start in the nebula, it was randomly generated anyway and a previous game had nothing in it. Ah well.....
------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Sinapus:
Any bugs detected w/system settings? I have a few extra systems with planets that have more than two moons and such...<HR></BLOCKQUOTE> I believe that if you remove a storm (and maybe some other objects) from map, access violation errors start occurring whenever you click edit button. Also, it seems that editor has problems with placing anything else but star in central square of the system. Lots of errors, but most of them have workarounds. |
Re: Map editor
Anyone else noticed that the abilities.txt files stuff dosn't work right for planets? Other than ruin placements I can't get stuff to work right. I have set up storage units (using planet point resource storage, 30000units) and no bonus is recieved, planets that should be generating 500 minerals per turn on their own without facilities just don't. I read thru the abilities.txt files and I am using the correct settings (ie, planets for planets and systems for systems) but nothing seems to work just right. I am only using value 1 though, do I need a value 2 even when one is not specified?? Is there certain # restrictions (ie, resource production must be 1000+ to work etc?).
HELP???? ------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Map editor
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Deathstalker:
Anyone else noticed that the abilities.txt files stuff dosn't work right for planets? Other than ruin placements I can't get stuff to work right. I have set up storage units (using planet point resource storage, 30000units) and no bonus is recieved, planets that should be generating 500 minerals per turn on their own without facilities just don't. I read thru the abilities.txt files and I am using the correct settings (ie, planets for planets and systems for systems) but nothing seems to work just right. I am only using value 1 though, do I need a value 2 even when one is not specified?? Is there certain # restrictions (ie, resource production must be 1000+ to work etc?). HELP???? <HR></BLOCKQUOTE> I think it's the same problem as with facility abilities that do not work in components. Apparently it is hard coded that only abilities that already are in use for planets will work. |
Re: Map editor
DAMN, DAMN, DAMN, DAMN, DAMN!!!! All these ideas and now no way to implement them. MM take note, I (and probally most others) would LOVE to see this changed. PLEASE? Think of the fun you could have individually modding each planet, giving them abilities like 'All knowing Hermit, +500research/turn', or 'Native Police Force, +25% to Ground combat', or even 'Organics lacked for Birth Control, +5%reproduction' http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
This is my definite wish for the next patch/fix (well, that and its about time there was a LIGHT mount for weapons). ------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Map editor
It would be nice if there was a way to indicate within the file what abilities work on planets only, facilities only , and all the other combos.
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Re: Map editor
I would like to be able to name the planet something other than system name + roman numeral (eg. Sol system and name the planets by their actual name such as Mars, terra/earth, jupiter, etc). Evertime I try that I get an RCE then access violation (Access violation at address 00405198 module 'SE4MAP.EXE'. Read address FFFFFFFF.)
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Re: Map editor
Pathfinder,
When you rename the planets, you have to leave the roman numeral that the planet is given when you create it. So you would have to name it Mercury I, Venus II, Earth III...Etc. Some other people had the same problem, includeing me. ------------------ Rules? What Rules? |
Re: Map editor
ahhhhh, ok, THANKS!
Much appreciated! |
Re: Map editor
Hmmm. Glad I checked out this thread. That range check error when I tried to rename the planets for my Sol system map was getting truly annoying. Now all I have to figure out is how to get the editor to use the acutal images of the planets/moons.
Favourite modification to the Sol system map: "Planetary probes indicate possible evidence of ancient cities buried under the Plains of Cydonia." |
Re: Map editor
Heh, here's my contribution.
I created a planet, and gave it the sector sight obscuration ability, like a Nebula, with a value of "2". The planet was invisible at the start (of course). You could not colonize it by just telling a colony ship to colonize that sector, (it gave a "no planet at that sector" error). All good, so far, right? Now comes the odd part. Even though the sight obscuration value was only 2, the planet was still invisible using Hyper Optics III. Umm, what? |
Re: Map editor
To use create a custom planet you have to add the pictures in the 'Pictures\Planets' dir, includin the mini pictures in Planets.bmp (if spaces left there aren't enough you can resize the bitmap to add a new row at the bottom).
Then edit SectType.txt in the 'Data' dir to add your new planets, you can even enter your own description here. Be careful because I think I found a new bug: the Picture Num in SectType.txt must be 1 lower than in the filename. Then go to the editor, select the type, atmosphere and size of the planet and the new planet should be there to pick. |
Re: Map editor
Yeah, the numbers between the planet's pic file & the sectortype.txt file is off by 1! Found that one out Last night... really annoying. The reason is that sectortype.txt starts numbering at 0, while the .bmp's start at 1 (well, 001).
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