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December 19th, 2002, 09:34 PM
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Many questions...
1: How does one MOD the AI files?
2: How do ministers work and how can they be utilized well?
3: Is it possible to MOD colony modules to only colonize specific atmospheres?
4: Can Argon be used as an atmosphere type?
5: What is a good place to get free web hosting from?
6: Does anyone think it reasonable to have both regular armor and shields and the "leaky" variety (smaller and cheaper) in the same MOD?
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December 19th, 2002, 09:48 PM
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Re: Many questions...
7: What are the weapon and component family fields for?
8: What (or where can I find out which) abilities can be used with what items (component, vehicle size, facility)?
9: What happens if an ability is used with an illegal item?
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December 19th, 2002, 09:56 PM
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Shrapnel Fanatic
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Re: Many questions...
There is an Edit Post button...
1: How does one MOD the AI files?
You open them in text files and start playing with the values in there.  I don't know too much about AI modding, but others do.
2: How do ministers work and how can they be utilized well?
They will control parts of your empire for you, using the AI. But, they are not very good, and it is generally better to control your empire yourself.
3: Is it possible to MOD colony modules to only colonize specific atmospheres?
No, it is not.
4: Can Argon be used as an atmosphere type?
You can not add any new atmospheres.
5: What is a good place to get free web hosting from?
http://www.spaceports.com
6: Does anyone think it reasonable to have both regular armor and shields and the "leaky" variety (smaller and cheaper) in the same MOD?
It depends on how it is done. You can make the regular armor only have about 1/2 or fewer hitpoints as the leaky armor. But, combining normal and leaky shields gets very tricky, and probably shouldn't be done.
7: What are the weapon and component family fields for?
They determine what an item will be made obselete by, and what will be replaced by what when you "Upgrade" a design.
8: What (or where can I find out which) abilities can be used with what items (component, vehicle size, facility)?
Look in Abilities.txt. It lists a few. Check out my SE4 Modding 101 tutorial, linked in my sig, for some more pointers.
9: What happens if an ability is used with an illegal item?
Nothing. It will list the description of the ability in-game, but it will not funciton (that ability, at any rate).
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December 20th, 2002, 12:37 AM
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Lieutenant General
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Re: Many questions...
regarding 3: there is an option at game start to 'colonize only own atmosphere type' or something like that. that way, empires can only colonize planets with the same atmosphere that they start on.
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December 20th, 2002, 02:50 AM
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Re: Many questions...
Much useful information here.  Thanks.
A few additions:
1: I meant "What exactly do all the values in the AI files (especially design creation) do?"
3: I was looking to implement a colonizer for each atmosphere type (using the other component pictures) as a way to expand the total number of colonizable planets without immediately affecting the beginning of the game.
7: What happens if the families (either kind) overlap?
8: I have read through the entirety of Modding 101 (it has been very helpful) and was hoping for, not just a list of the abilities, but where they can be used. This would be to clear up "Can you MOD a facility with the remote mining ability so it would mine orbiting moons?" and "Can ships\bases produce resources with the solar resource generation ability?" type questions en-masse.
- LostCommander Conquest 
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December 20th, 2002, 03:03 AM
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Lieutenant Colonel
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Re: Many questions...
Re: No 8
I have written a program to mod many of the data files. (see my sig) As part of this I created a modified abilities.txt file that adds an additional line to the file specifying what it can be used for. (ie facilities, components or systems. whith vehicle abilites assumed to be anything a component can have)
This file may not be completely accurate but should provide a good initial guideline.
The new txt file is here:
http://www3.sympatico.ca/dgunsten/AbilitiesNew.txt
< Edit > I can't spell
[ December 20, 2002, 01:05: Message edited by: DavidG ]
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December 20th, 2002, 03:09 AM
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Lieutenant Colonel
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Re: Many questions...
Re No 3
Do you mean you want to start the game with the ability to create Ice, Gas and Rock Colonizers? If so change the 'Start Level' of the colonization techs from 0 to 1.
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December 20th, 2002, 03:29 AM
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Corporal
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Re: Many questions...
Quote:
From your text file:
Type := System, Facility
Warp Point - Turbulence
Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage)
Value2 =
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Surely not! It doesn't work in 1.49 anyway.
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December 20th, 2002, 05:34 AM
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Lieutenant Colonel
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Re: Many questions...
Quote:
Originally posted by Wanderer:
quote: From your text file:
Type := System, Facility
Warp Point - Turbulence
Value1 = Amount of damage done to objects moving through this warp point. (Normal Damage)
Value2 =
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Surely not! It doesn't work in 1.49 anyway. hehe Classic!! Figures the first entry would have an obvious bug. Well if anyone follows the SE4Modder thread I mentioned there that I though there would be a few bugs since I really haven't done extensive modding myself.
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December 21st, 2002, 12:48 AM
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Re: Many questions...
Thank you very much for answered questions. A few more though...
How / Can weapon mounts be given technological prerequisites?
What I wanted to do with the colony stuff was make Oxygen Gas Colonizer and Carbon Dioxide Gas Colonizer separate components. This would be so that all planets could be colonized, but each type pair (atmosphere + planet type) would be a separate tech and require a separate componentfor colonization. Is this possible?
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