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-   -   Moding Questions (http://forum.shrapnelgames.com/showthread.php?t=14286)

SirDarwin November 19th, 2000 05:11 AM

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?

Ebonyknight November 20th, 2000 06:23 PM

Re: Moding Questions
 
-bump-

SirDarwin November 20th, 2000 07:48 PM

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!

Baron Munchausen November 20th, 2000 08:10 PM

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).]

Phoenix-D November 20th, 2000 08:48 PM

Re: Moding Questions
 
Incidently, in case you didn't notice, you can put *any* component in that list..

Phoenix-D

SirDarwin November 21st, 2000 01:56 AM

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.

Baron Munchausen November 21st, 2000 04:23 AM

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).]

SirDarwin November 21st, 2000 04:29 AM

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

Barnacle Bill November 21st, 2000 12:54 PM

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".

SirDarwin November 21st, 2000 04:58 PM

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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