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-   -   How to mod the homeworld starting facilities? (http://forum.shrapnelgames.com/showthread.php?t=7543)

Shadowstar October 5th, 2002 09:34 AM

How to mod the homeworld starting facilities?
 
Anyone know how to change the facilities a homeworld starts with?

Fyron October 5th, 2002 09:43 AM

Re: How to mod the homeworld starting facilities?
 
You can't do it directly: the starting facilities are hard-coded. Each homeworld gets the following:

1 facility with the Spaceport ability
1 facility with the Resupply Depot ability
1 facility with the Space Yard abilities
1 of the highest producing organics facilities that is available with the starting tech
1 of the highest producing radioactives facilities

The rest are split between the highest producing minerals facilities and research facilities.

geoschmo October 5th, 2002 04:45 PM

Re: How to mod the homeworld starting facilities?
 
Not correct. They are not hardcoded, they are in the Default_AI_Construction_Facilities.txt, or if your race has a race specific _AI_Construction_Facilities.txt it uses that. You can't change them from within the game, but you can adjsut that file to get diffeerent facilities on your homewolrds.

Geoschmo

Rollo October 5th, 2002 05:40 PM

Re: How to mod the homeworld starting facilities?
 
Sorry Geo,
the racename_AI_Construction_Facilities.txt does not determine the facilities on homeworlds. It is indeed hardcoded.

Rollo

[ October 05, 2002, 16:41: Message edited by: Rollo ]

geoschmo October 5th, 2002 05:44 PM

Re: How to mod the homeworld starting facilities?
 
Well I never tested it myself, but I asked the same question here a while back and was told it was controlled by the text file.

Gandalph October 5th, 2002 06:53 PM

Re: How to mod the homeworld starting facilities?
 
After seeing the classification of "Homeworld" in the construction file, I also made the assumption that you could alter your starting homeworld, but alas all efforts failed. I would say it is indeed hard coded and that the "Homeworld" entry in the construction file will only dictate a colonized world that is chosen as "Homeworld" or if you take a "Homeworld" from another race that still has facility slots open.

capnq October 5th, 2002 08:26 PM

Re: How to mod the homeworld starting facilities?
 
Note though, that you can change the homeworld facilities by modding Facilities.txt and giving the facilities you want abilities to match the ones the hardcode is looking for. As long as the new facilities are the "best" ones available, they'll be placed instead of the normal ones.

See the Proportions mod for an example of a radically different homeworld set-up.

Fyron October 5th, 2002 11:17 PM

Re: How to mod the homeworld starting facilities?
 
Geo:
It's always been hard-coded.

Capnq:
That is exactly what my post says. It does not say that a HW gets 1 Organics Farm facility, it says it gets 1 facility with the highest level of organics generetion. http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo October 5th, 2002 11:35 PM

Re: How to mod the homeworld starting facilities?
 
Quote:

Originally posted by Imperator Fyron:
Geo:
It's always been hard-coded.

<font size="2" face="Verdana, Helvetica, sans-serif">Right Fyron. I wasn't saying it had changed. I was saying you were wrong. Only it turns out you were right and I was wrong. Which is no big suprise. I am wrong quite often. http://forum.shrapnelgames.com/images/icons/icon7.gif

Geoschmo

Baron Munchausen October 6th, 2002 02:11 AM

Re: How to mod the homeworld starting facilities?
 
Capnq is right. Changing abilities of the facilities can change the way your original homeworlds are setup at game start. I've given Space Yards the resupply ability in my personal mod and this results in TWO Space Yards on every homeworld at game start. Which is cool. It gives homeworlds a special value and a unique level of power in the game.

I don't think the Homeworld entries in ConstructionFacilities.txt are useless, though. I think the homeworld entries will be used as the game progresses. Most everyone has the SAME setup for every planet type in every AI state. But if you've got alterations for different AI states to make different configurations I think they will get used.

Spoo October 6th, 2002 02:37 AM

Re: How to mod the homeworld starting facilities?
 
Quote:

I've given Space Yards the resupply ability in my personal mod and this results in TWO Space Yards on every homeworld at game start.
<font size="2" face="Verdana, Helvetica, sans-serif">Does this mean that if you give the Cultural Center in Proprtions the Spaceyard ability, you'll have an even more insane homeworld?

TerranC October 6th, 2002 02:38 AM

Re: How to mod the homeworld starting facilities?
 
I thought the Cultural centers had a repair ability of 1 slot but PvK took it out?

Fyron October 6th, 2002 03:29 AM

Re: How to mod the homeworld starting facilities?
 
The repair ability is not looked at for HW facilites. Only the build rate abilities are.

Phoenix-D October 6th, 2002 05:16 AM

Re: How to mod the homeworld starting facilities?
 
"Does this mean that if you give the Cultural Center in Proprtions the Spaceyard ability, you'll have an even more insane homeworld?"

Yes. Specially you'll have a homeworld with upwards of 30 functional spaceyards (i.e. really really larger build rate)

Phoenix-D

QuarianRex October 6th, 2002 08:07 AM

Re: How to mod the homeworld starting facilities?
 
Note that you don't get the best facility for a given slot, just the one lowest on the list.

For example, if you mod a game where you start with access to Stellar Manipulation I your homeworlds will be filled with Monolith I's, which are individualy worse that the standard extraction facilities, as far as individual extraction capabilities are concerned.

It's not the best but the lowest applicable option in the list.

Puke October 6th, 2002 08:17 AM

Re: How to mod the homeworld starting facilities?
 
hmmm. i was certain that i was able to change the facilities on the homeworld by editing that file. on one of the early Versions of the junkyard mod, that still included research facilities in the game, i was able to remove them from homeworlds by removing them from that file.

i remember this vividly.

Fyron October 6th, 2002 08:51 AM

Re: How to mod the homeworld starting facilities?
 
QuarianRex:
For the resource and research ones, you do get the highest producing one available. I have added a facility at the very beginning of the file that makes more resources than anything else, and it is placed on HWs. For the spaceport and RD ones, it is the lowest in the list, as you said.

[ October 06, 2002, 07:51: Message edited by: Imperator Fyron ]

capnq October 6th, 2002 09:56 PM

Re: How to mod the homeworld starting facilities?
 
Quote:

(IF:) That is exactly what my post says.
<font size="2" face="Verdana, Helvetica, sans-serif">&ltrereads Fyron's post&gt
Hmm, so it does. Since you didn't explicitly say that one could mod Facilities.txt , I didn't catch the difference.

geoschmo October 6th, 2002 10:15 PM

Re: How to mod the homeworld starting facilities?
 
Quote:

Originally posted by QuarianRex:
Note that you don't get the best facility for a given slot, just the one lowest on the list.

For example, if you mod a game where you start with access to Stellar Manipulation I your homeworlds will be filled with Monolith I's, which are individualy worse that the standard extraction facilities, as far as individual extraction capabilities are concerned.

It's not the best but the lowest applicable option in the list.

<font size="2" face="Verdana, Helvetica, sans-serif">This one I am 100% sure is incorrect. You can easily test it by simply doing a high tech start. You will see that your homeworlds do not have monoliths.

Fyron October 6th, 2002 10:24 PM

Re: How to mod the homeworld starting facilities?
 
Quote:

Originally posted by capnq:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> (IF:) That is exactly what my post says.
<font size="2" face="Verdana, Helvetica, sans-serif">&ltrereads Fyron's post&gt
Hmm, so it does. Since you didn't explicitly say that one could mod Facilities.txt , I didn't catch the difference.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I just get tired of posting answers to questions people ask, and then seeing like 5 more people post the exact same thing many hours, if not days, later. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 06, 2002, 21:38: Message edited by: Imperator Fyron ]

geoschmo October 6th, 2002 10:30 PM

Re: How to mod the homeworld starting facilities?
 
Fyron, sometimes it helps to have people give the same answer in different ways. And sometimes people just like to post. That's kind of the reason for a forum to begin with. We aren't keeping score.

Geoschmo

Fyron October 6th, 2002 10:39 PM

Re: How to mod the homeworld starting facilities?
 
I didn't say we were keeping score. But it is especially annoying when they don't say it in a different way.

geoschmo October 6th, 2002 10:58 PM

Re: How to mod the homeworld starting facilities?
 
Quote:

Originally posted by Imperator Fyron:
I didn't say we were keeping score. But it is especially annoying when they don't say it in a different way.
<font size="2" face="Verdana, Helvetica, sans-serif">Perhaps you are a little too easily annoyed. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 6th, 2002 11:08 PM

Re: How to mod the homeworld starting facilities?
 
Perhaps...


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