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October 7th, 2002, 04:35 AM
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Re: Modding/Scenario question & Idea
"Hi all. I have an idea for interesting scenario set but i am wondering at one thing which is can it be done that in the start of the game i build research centers and research all i want, and when im all done with the scenario preparations i go to the data files and remove the research facilities from availability, scrapping all the facilities as unneeded? Will the game work after this is done?"
Yes, it will work. Just make sure the scrap the facilities BEFORE you remove them from the data files!
Phoenix-D
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October 7th, 2002, 04:48 AM
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Colonel
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Re: Modding/Scenario question & Idea
Thanks. That'll be handy if i ever get to doing the scenario.
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October 7th, 2002, 03:07 PM
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Re: Modding/Scenario question & Idea
A slight tweak for that research thing;
1) Reduce the max tech levels to what you like.
2) Start a high tech game
3) Restore the techareas.txt file, returning the max techs to normal.
You don't need to keep a mod for each scenario, just a single, temporary "scenario editing mod" that never needs to be distributed to players.
This will not cause any problems, and you get no wierd tech restrictions in your scenario.
If you are making a scenario for a simultaneous turns game, just make sure all turns are submitted, but not processed before you alter the data files.
[ October 07, 2002, 14:09: Message edited by: Suicide Junkie ]
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October 8th, 2002, 07:24 AM
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Colonel
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Re: Modding/Scenario question & Idea
The deal is, not all scenarios should be build-ups, some should be combat only with occassional planet capture. In this case you realy dont want either of the players (you and AI) researching anything new.
But it is a good idea. Thanks.
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October 12th, 2002, 09:11 AM
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Re: Modding/Scenario question & Idea
another question by the subject. Is it possible to edit AI files in that way that the AI wont use certan actions like designing or politics or whatever? perharps emptying the files and/or putting unreachable numbers would help?
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October 16th, 2002, 06:21 AM
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Re: Modding/Scenario question & Idea
I was wondering what are the explicit steps for doing a scenario for a simultaneous game (akak PBW)?
and taera i have no clue how to do what your asking but then im not an expert either.
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October 16th, 2002, 04:41 PM
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Re: Modding/Scenario question & Idea
Blanking out the AI_designcreation.txt should prevent the AI from changing any of your designs...
You will just have to be sure that the AI's build orders are consistent with your designs' names and types.
The politics will be much harder...
Wars are easy to encourage, peace will be problematic.
Clearing the research queue will not help, I believe. Eliminating research centers from the game will.
It depends on the particular area you want to affect. For details, ask an AI guru.
Reccommended steps for creating a scenario:
1) Create a mod that vastly increases research and resource production (100x is good)
2) Start a new game normally, with all players under human control. Add one extra race.
3) Have each race research whatever you want them to start with, while the extra race researches EVERYTHING.
4) Have each race colonize whichever planets you want them to, and have the extra race do all the stellar manip you want done. Have the extra race build and gift any super-advanced tech ships you want the players to start with.
5) Abandon all of the extra race's planets, and scrap all their ships, killing them. Do nothing for a turn or two until the logs empty out.
6) Save the game.
7) Look in SE4\scenario... duplicate the .TXT files in there, and match the new names to your savegame.
8) Edit the duplicate .TXT files, and write up your scenario descriptions, and message windows.
9) Ask forum goers for more details on specific items if required.
PS: Any method of getting to step #6 will work fine.
One of my scenarios was simply based on a singleplayer game that had an interesting turn of events.
[ October 16, 2002, 15:43: Message edited by: Suicide Junkie ]
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