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-   -   Planet Abilities (http://forum.shrapnelgames.com/showthread.php?t=28467)

Wenin April 14th, 2006 08:34 PM

Planet Abilities
 
Is it possible to have planets with more than one ability?

Suicide Junkie April 14th, 2006 10:07 PM

Re: Planet Abilities
 
Multiple abilities are easy to add in the map editor.
Randomly generated planets only get zero or one abilities, though.

Randallw April 14th, 2006 11:24 PM

Re: Planet Abilities
 
I practically never make use of the special abilities of planets as they are usually useless. 10% extra mining is no use when the planet has only a concentration of 8 in the first place. That said I did have trouble with an enemy planet in one game because it cancelled out the shields of my attacking fleet.

Suicide Junkie April 15th, 2006 12:31 AM

Re: Planet Abilities
 
Oh.

What you might try, is specifying storms in the same sector as the planet in systemtypes.txt

The storms can then contribute extra sector-effects, such as shield disruption/boosting, damage, cloaking, etc.

Fyron April 15th, 2006 03:34 AM

Re: Planet Abilities
 
Randallw said:
10% extra mining is no use when the planet has only a concentration of 8 in the first place.


If you are refering to the facility ability placed on a planet object itself, this does not actually work.

Wenin April 15th, 2006 10:42 AM

Re: Planet Abilities
 
The only abilities you can give to a planet are those abilities usable in the StellarAbilityTypes.txt file?

Captain Kwok April 15th, 2006 11:08 AM

Re: Planet Abilities
 
Yep.

Fyron April 15th, 2006 12:04 PM

Re: Planet Abilities
 
There are a select few that can be added, such as cargo storage.

Wenin April 15th, 2006 05:56 PM

Re: Planet Abilities
 
Cargo storage is really through the properties of the planet, and not an ability. Right?

Fyron April 16th, 2006 03:24 AM

Re: Planet Abilities
 
There is a cargo storage ability that increases the cargo space of the planet. It is used in the stock game by the cargo facility.

Wenin April 16th, 2006 10:33 AM

Re: Planet Abilities
 
http://se4modding.spaceempires.net/M...html#Chapter16

Quote:


Cargo Storage
Value1 = Number of cargo spaces generated.
Value2 =
Valid in Components.txt, Facility.txt, VehicleSize.txt

This vehicle can store units with a combined total mass less than or equal to Value1. Multiple components with this ability form one continuous cargo bay, so two components can hold a unit bigger than any one individual component could.


That should be updated with StellarAbilityTypes.txt or did you mean by it being added after map generation?

wake_of_angels April 16th, 2006 10:51 AM

Re: Planet Abilities
 
The best way is to try, don't think so?
I tried with point generation and it seems to work (facility abilities) and I don't know about sensors abilities...

Wenin April 16th, 2006 11:43 AM

Re: Planet Abilities
 
Written communication isn't exact, as my first post didn't indicate any "testing". However the truth is that I did try some testing and couldn't get it to work. Last effort was seeing if it was possible and I just didn't know how to do it.

Fyron April 16th, 2006 01:06 PM

Re: Planet Abilities
 
Cargo Storage works perfectly as an ability on planets in StellarAbilityTypes.txt.

Hmm... never thought to test the Generate Points abilities. Too bad they are not tallied anywhere. http://forum.shrapnelgames.com/images/smilies/frown.gif


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