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December 1st, 2006, 06:58 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
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Re: Modding Question about Game Setup
Ok I have replaced the ones I didn’t need with a black circle and the words “NOT USED” in white letters within the circle. Not that I am that far yet; however, I wanted to ask anyway. I know in SE4 we could make asteroids planets; can we still do this?
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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December 1st, 2006, 11:27 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modding Question about Game Setup
Actually, its probably easier.
You could add Volcanic and Water surface types, for example. Asteroids would be just one more option.
Hrm...
I suppose, if you really wanted to go nuts with it, you could clear all of the atmosphere types, and add a whole lot of surface types...
Types such as:
- "Rock - Oxygen"
- "Rock - Hydrogen"
and so on...
That would allow you to limit colonization by "atmosphere" (which is now a surface type), although it would also prevent you from modding in atmosphere converters.
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December 2nd, 2006, 01:30 AM
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Brigadier General
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Join Date: Nov 2001
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Re: Modding Question about Game Setup
To meet my needs I only needed to remove the colony modules for ice and gas. After that the problem was stopping a player from taking them, then moving on to colonize rock. You can see the exploit here so I won’t bore you with the rest. Asteroids… good they are the last colony type I need to add. No atmosphere converters for me. You have to take it as it comes!
Now here is an interesting tid-bit for the UI file. I changed Rock Planet tech area for colonization from Rock to Industrial Tech (one of my two master tech areas). So by default you start at Industrial Tech 2, I did it this way so the mod could be retro engineered. Anyway I started a test run and wouldn’t you know; it overrode my setting to start at Industrial Tech 2 and started at Industrial Tech 1. Odd…
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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December 2nd, 2006, 07:43 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Modding Question about Game Setup
Yeah, SE always forces your starting colony tech to level 1.
If you obfuscate the tech requirement formula, you might be able to get SE5 to avoid setting the tech level.
You could also make a zero cost, one-level throwaway tech area for colonization, which requires Industrial Tech.
SE5 would then set that to one, and leave industry alone.
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December 2nd, 2006, 07:58 AM
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Brigadier General
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Join Date: Nov 2001
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Re: Modding Question about Game Setup
I decided to remove the Industrial Tech requirement and leave it with no tech area assigned. Then I placed the Colony Module component under Industrial 2 (in case of retro tech later). Finally I assigned the gas and ice planets to “Can Not Be Colonized” tech. That worked perfect. In my minds eye Industrial 1 is from the industrial revolution to a point further along in the information revolution than we currently are. I see humankind reaching that point sometime between 2010 to 2020. Then Industrial 2 is from the information revolution to the threshold of intra-system travel and a bit beyond for safe measure.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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