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  #1  
Old November 11th, 2006, 12:30 AM

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Default Re: QA on the Componet and Techarea files

I am trying to figure that one out. I want to add two new types of planets. And each will need a new are of research. I think I can add the planet types in to the game under Planet Physical Types.txt. But I am still trying to test that part of the program.

After I can add techs and components under them. I will get to them.

I know I am asking for a lot of help.

thanks.
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Old November 11th, 2006, 02:31 PM

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Default Re: QA on the Componet and Techarea files

You can add new planet types just fine, yes. I have not found a way to add new planet *sizes* though.
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Old November 11th, 2006, 03:50 PM

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Default Re: QA on the Componet and Techarea files

I got the planet types and the tech to coloniz them. The only proble is races with out the Racial Traits to coloniz the planet type can start out on 10 or more planets of something they dont have the tech to colonize. Meaning they have to research to colonize anything in that system.

I have not tryed to add a new planet size in but I have changed the size of what they hold in the planetsize.txt. I am sure they is a way to add new planet sizes in to the game. Just a mater of time before one of use gets it.

Or we could just ask for the modder manual from the people at malfador.....
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Old November 11th, 2006, 03:56 PM
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Default Re: QA on the Componet and Techarea files

There's a number of thing to consider for created new planet sizes. Besides just changing PlanetSizes.txt, you also have to create entries in StellarObjects.txt that utilize the planet size and tell the game what textures and images to use and don't forget to edit the settings block at the top of SystemTypes.txt. There may be one or two other little things to do as well...
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Old November 11th, 2006, 04:37 PM

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Default Re: QA on the Componet and Techarea files

Quote:
Captain Kwok said:
There's a number of thing to consider for created new planet sizes. Besides just changing PlanetSizes.txt, you also have to create entries in StellarObjects.txt that utilize the planet size and tell the game what textures and images to use and don't forget to edit the settings block at the top of SystemTypes.txt. There may be one or two other little things to do as well...
Tried that. It didn't work; I just replaced all instances of the Tiny planets with my new planet size, and instead of generating the new size it..generated NO tiny planets OR the new size. Medium and above only..
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Old November 11th, 2006, 04:14 PM
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Default Re: QA on the Componet and Techarea files

Quote:
Docwho said:
Or we could just ask for the modder manual from the people at malfador.....
Ha-ha-ha
I think us modders ARE making the manual right now!
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Old November 11th, 2006, 05:53 PM
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Default Re: QA on the Componet and Techarea files

Quote:
Docwho said:
Or we could just ask for the modder manual from the people at malfador.....
It is coming, be patient.
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Old December 13th, 2006, 01:03 PM

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Default Re: QA on the Componet and Techarea files

When creating a new weapon, How will the AI determine if it is a primary weapon, heavy weapon, or a special weapon? Can you change present weapons type from one to another or is this hardcoded? Can you possibly add a 4th type like missle/torpedo weapons? Any feedback on this would be greatly appreciated. Thanks!
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Old December 13th, 2006, 05:04 PM
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Default Re: QA on the Componet and Techarea files

There are list variables that tell the AI which weapon to use as primary, heavy, and so on. The variables can be changed in the source [Empire]_Main_Script.txt file. Any changes require the script to be re-compiled and then added to the appropriate Empire folder to take affect.
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