.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 20th, 2003, 04:38 PM
Torkle's Avatar

Torkle Torkle is offline
Private
 
Join Date: Oct 2001
Location: Dayton, OH
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
Torkle is on a distinguished road
Default Hidden Ancient Ruins

Here's my goal: Make all the planets that have Ancient Ruins also have 'Sector - Sight Obscuration' at various levels. Looking at StellarAbilityTypes.txt, it doesn't seem that I can give two abilities to a given planet. Do I have to do something like overlay a storm with the sight obscuration ability overtop a planet that has ancient ruins?
Reply With Quote
  #2  
Old June 20th, 2003, 09:30 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Hidden Ancient Ruins

The only way to give any stellar object (save systems) more than one ability is to do so in the map editor. So, overlaying a storm is really the only way to go. But, the AI will still be able to see the cloaked planet and will send a colony ship there. They will not be able to colonize it because it is cloaked, but they will still try.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old June 20th, 2003, 09:35 PM

clark clark is offline
Corporal
 
Join Date: Jun 2003
Posts: 123
Thanks: 0
Thanked 0 Times in 0 Posts
clark is on a distinguished road
Default Re: Hidden Ancient Ruins

Could there be a way to *turn off* the little notification that appears in the planet description?

So in essence, it would still be there, you just wouldn't see any indication of it.
Reply With Quote
  #4  
Old June 20th, 2003, 09:50 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Hidden Ancient Ruins

You could give dummy descriptions to all planets that are not connected to working abilities, so that you can not tell ruins from non-ruins.

With components/facilities/vehicles etc., if you have absolutely nothing on the "Abil X Description :=" after the = (not even a space), the ability does not generate a bullet in the abilities section of the item description. This might work with planet abilities too, though I am not certain of that.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #5  
Old June 20th, 2003, 10:25 PM
Torkle's Avatar

Torkle Torkle is offline
Private
 
Join Date: Oct 2001
Location: Dayton, OH
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
Torkle is on a distinguished road
Default Re: Hidden Ancient Ruins

Thanks for the info Fyron. I take it that this trick has been tried before. Dang stupid AI.
Reply With Quote
  #6  
Old June 20th, 2003, 10:38 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Hidden Ancient Ruins

A few wasted colony ships are not a big deal for most of the game. They are really only a concern in the early game, when they can potentially stunt the AI's growth. As long as the cloaked planets are not too prevelant, it shouldn't cause too many problems.

Actually, I just realized that giving the planets null ability descriptions will not work because the planets will still have the ruins icon. What you can do is make a few dummy unique ruins techs that do nothing and then making a whole bunch of planets have those techs in them. This will create a bunch of planets with the ruins icons that have nothing useful in them, and so will have the effect of masking the real ruins planets. You could even just give whatever percent of planets would have no ability a dummy ruin, so all planets will have a ruins icon.

Or, make the ruins graphic completely black, so you can't see them. But, the planets will still appear in the special planets list.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:34 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.