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Unique Components creation
While I never seem to be able to get any of these (Actually I got the Neural Net once). I know they exist! I wanted to create a scenario with an advanced cloak and an advanced shield. Do I just need to create them in the component.txt file or do I need to specify them elsewhere? How do I number them for the map placement in the Unique Ancient Ruins identifier? I know that there are at least 3 Unique Components, the massive shield depleter, massive engine depleter and the neural net. Does or has anyone tried to add these components to their scenarios?
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Re: Unique Components creation
It's not that difficult to do.
First of all, create a new tech area in techarea.txt and assign it a unique area number. Next, in StellarAbilityTypes.txt you can modify one of the ruins settings or add a new one with Ability1 matching the unique area value you assigned to your tech area. Lastly, add a new component or modify an existing one to use that tech area. |
Re: Unique Components creation
Thanks CK, I haven't had time to go through all the file sets in SEIV yet and I thought there would be more than one file to alter. This helps a lot!
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