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October 7th, 2006, 11:47 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Modding SEV Thread Questions
The Facility Space Percent ability works as you want to increase facility space and I've requested A Population Space Percent ability as well - hopefully that will come through.
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October 8th, 2006, 09:42 AM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
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Re: Modding SEV Thread Questions
thanks. hopefully it will be added. 
another question.
i figured out how to expand the system map size however i am having trouble placing planets beyond ring 10. they seem to end up all in the same hex as the sun. is the ring 1-10 a hard coded limit or did i miss changing something is settings.txt. i have the warppoints out around the outer 3 rings and asteroid belts beyond ring 10 (i think)
__________________
The vastness of space and time, and I end up here?
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October 8th, 2006, 01:47 PM
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Lieutenant General
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Join Date: Nov 2002
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Re: Modding SEV Thread Questions
There is going to be a fix for that in the first patch.
Quote:
Version 1.04:
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.
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October 8th, 2006, 01:50 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Modding SEV Thread Questions
The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the scale factor variable to the amount you are scaling the systems. You might have to fiddle a few times to get it just right, since SE5 will place systems outside the hex grid readily enough if you are not careful to make all positions inside it.
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October 9th, 2006, 02:25 PM
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Lieutenant General
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Re: Modding SEV Thread Questions
If you put an ability such as resource generation on a component, and put the component on a ship, will the ability continue to operate if you mothball the ship?
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October 11th, 2006, 06:17 AM
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Sergeant
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Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
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Re: Modding SEV Thread Questions
What governs the availability of an empire to include in a new game?
I created a mod for my own preferences (essentially just settings.txt) and basically copied the Terrans to a new name. OK, I start a new game with my mod and run some cheat codes to look at the state of the galaxy - all the usual suspects are there, even though I did not copy them to the "Empires" folder in my mod. That's not really a problem for what I want to do (except maybe I'd like to turn off the Terrans until I've made my own flags, etc...), but what if I was doing a Star Trek mod or something where I didn't want the stock SE races in the game? Is there a way to turn them off in a mod without editing the standard SE data structure?
Also, one of the neutral empires turned up with the same flag as the Terran one that I'm using (temporarily) on my race. Doesn't it check to see if a flag is already in use?
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October 11th, 2006, 08:04 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding SEV Thread Questions
The flag problem was corrected in a patch after the version 1.00 build.
The modinfo.txt file included with a mod can specify whether the default empires are added or not.
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October 11th, 2006, 08:24 AM
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Colonel
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Join Date: Jan 2001
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Re: Modding SEV Thread Questions
What are the minimum files needed for a mod in SE V?
Just the data files?
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