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April 21st, 2001, 04:19 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
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Re: Map editor
Not sure if this is a bug but...Just made a map and then started a game. All three of my starting planets were placed in a nebula system....thought this sort of thing was stopped patches ago??? Didn't have anything supposed to start in the nebula, it was randomly generated anyway and a previous game had nothing in it. Ah well.....
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 21st, 2001, 04:11 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Map editor
quote: Originally posted by Sinapus:
Any bugs detected w/system settings? I have a few extra systems with planets that have more than two moons and such...
I believe that if you remove a storm (and maybe some other objects) from map, access violation errors start occurring whenever you click edit button. Also, it seems that editor has problems with placing anything else but star in central square of the system. Lots of errors, but most of them have workarounds.
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April 21st, 2001, 10:58 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Map editor
Anyone else noticed that the abilities.txt files stuff dosn't work right for planets? Other than ruin placements I can't get stuff to work right. I have set up storage units (using planet point resource storage, 30000units) and no bonus is recieved, planets that should be generating 500 minerals per turn on their own without facilities just don't. I read thru the abilities.txt files and I am using the correct settings (ie, planets for planets and systems for systems) but nothing seems to work just right. I am only using value 1 though, do I need a value 2 even when one is not specified?? Is there certain # restrictions (ie, resource production must be 1000+ to work etc?).
HELP????
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 21st, 2001, 11:14 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Map editor
quote: Originally posted by Deathstalker:
Anyone else noticed that the abilities.txt files stuff dosn't work right for planets? Other than ruin placements I can't get stuff to work right. I have set up storage units (using planet point resource storage, 30000units) and no bonus is recieved, planets that should be generating 500 minerals per turn on their own without facilities just don't. I read thru the abilities.txt files and I am using the correct settings (ie, planets for planets and systems for systems) but nothing seems to work just right. I am only using value 1 though, do I need a value 2 even when one is not specified?? Is there certain # restrictions (ie, resource production must be 1000+ to work etc?).
HELP????
I think it's the same problem as with facility abilities that do not work in components. Apparently it is hard coded that only abilities that already are in use for planets will work.
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April 21st, 2001, 11:29 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
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Re: Map editor
DAMN, DAMN, DAMN, DAMN, DAMN!!!! All these ideas and now no way to implement them. MM take note, I (and probally most others) would LOVE to see this changed. PLEASE? Think of the fun you could have individually modding each planet, giving them abilities like 'All knowing Hermit, +500research/turn', or 'Native Police Force, +25% to Ground combat', or even 'Organics lacked for Birth Control, +5%reproduction' 
This is my definite wish for the next patch/fix (well, that and its about time there was a LIGHT mount for weapons).
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 22nd, 2001, 01:04 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Map editor
It would be nice if there was a way to indicate within the file what abilities work on planets only, facilities only , and all the other combos.
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April 22nd, 2001, 02:08 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
Posts: 2,142
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Re: Map editor
I would like to be able to name the planet something other than system name + roman numeral (eg. Sol system and name the planets by their actual name such as Mars, terra/earth, jupiter, etc). Evertime I try that I get an RCE then access violation (Access violation at address 00405198 module 'SE4MAP.EXE'. Read address FFFFFFFF.)
__________________
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