|
|
|
|
 |

October 5th, 2002, 04:45 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 5 Times in 2 Posts
|
|
Re: How to mod the homeworld starting facilities?
Not correct. They are not hardcoded, they are in the Default_AI_Construction_Facilities.txt, or if your race has a race specific _AI_Construction_Facilities.txt it uses that. You can't change them from within the game, but you can adjsut that file to get diffeerent facilities on your homewolrds.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

October 5th, 2002, 05:40 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to mod the homeworld starting facilities?
Sorry Geo,
the racename_AI_Construction_Facilities.txt does not determine the facilities on homeworlds. It is indeed hardcoded.
Rollo
[ October 05, 2002, 16:41: Message edited by: Rollo ]
|

October 5th, 2002, 05:44 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 5 Times in 2 Posts
|
|
Re: How to mod the homeworld starting facilities?
Well I never tested it myself, but I asked the same question here a while back and was told it was controlled by the text file.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

October 5th, 2002, 06:53 PM
|
 |
Captain
|
|
Join Date: Mar 2002
Location: Santa Cruz, CA
Posts: 947
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: How to mod the homeworld starting facilities?
After seeing the classification of "Homeworld" in the construction file, I also made the assumption that you could alter your starting homeworld, but alas all efforts failed. I would say it is indeed hard coded and that the "Homeworld" entry in the construction file will only dictate a colonized world that is chosen as "Homeworld" or if you take a "Homeworld" from another race that still has facility slots open.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
|

October 5th, 2002, 08:26 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: How to mod the homeworld starting facilities?
Note though, that you can change the homeworld facilities by modding Facilities.txt and giving the facilities you want abilities to match the ones the hardcode is looking for. As long as the new facilities are the "best" ones available, they'll be placed instead of the normal ones.
See the Proportions mod for an example of a radically different homeworld set-up.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

October 5th, 2002, 11:17 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: How to mod the homeworld starting facilities?
Geo:
It's always been hard-coded.
Capnq:
That is exactly what my post says. It does not say that a HW gets 1 Organics Farm facility, it says it gets 1 facility with the highest level of organics generetion. 
|

October 5th, 2002, 11:35 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 5 Times in 2 Posts
|
|
Re: How to mod the homeworld starting facilities?
Quote:
Originally posted by Imperator Fyron:
Geo:
It's always been hard-coded.
|
Right Fyron. I wasn't saying it had changed. I was saying you were wrong. Only it turns out you were right and I was wrong. Which is no big suprise. I am wrong quite often.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|