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May 5th, 2004, 07:55 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Modding Question?
Quote:
Originally posted by ace joh:
You can make tech areas require several prerequisites, but afaik they only work as "AND".
Isn't it possible to add an "OR" variable, so you need tech A AND tech B OR tech C for a tech D?
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Sadly, there is no way to do taht.
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edit: I know I could make two different PD weapons, one for fighters and one for missiles but I don't want it that way...
Oh, and is it possible to edit the 'can target' Groups? I wanted one weapon to have some exotic targetting options and it wasn't supported
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Yep! We got Aaron to add custom comma separated list fields for both Vehicle Type and Target Type. Look in the header info section in Components.txt to see the syntax. You can do any combination you want now.
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May 5th, 2004, 09:06 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: Modding Question?
Quote:
Originally posted by Imperator Fyron:
Yep! We got Aaron to add custom comma separated list fields for both Vehicle Type and Target Type. Look in the header info section in Components.txt to see the syntax. You can do any combination you want now.
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Great! Thanks, it's invigorating to see one idea actually turn out possible for once
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May 6th, 2004, 12:30 AM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: Modding Question?
Hmmm, well, there's some more questions I have (they just keep coming, I know. Sorry 'bout that )
1) adding those weapon targets: apparently the ones you add yourself don't show up in DavidG's SE4modder, or did I do something wrong?
2) Can you add new weapon damage types too? E.g., a weapon that only damages supply storage?
That would be it, for now
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May 6th, 2004, 12:33 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Modding Question?
Quote:
Originally posted by ace joh:
(they just keep coming, I know. Sorry 'bout that )
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I am offended that you think that we are offended because you keep asking questions.
Just kidding. Keep 'em coming!
Quote:
1) adding those weapon targets: apparently the ones you add yourself don't show up in DavidG's SE4modder, or did I do something wrong?
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Do you have the absolute latest Version of SE4 Modder? I do not believe it has been updated since 1.91 came out, so it does not know to look for those fields, or how to handle them. You did nothing wrong.
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2) Can you add new weapon damage types too? E.g., a weapon that only damages supply storage?
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Sadly, no.
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May 6th, 2004, 12:42 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: Modding Question?
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May 6th, 2004, 02:11 PM
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Private
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Join Date: Dec 2003
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Re: Modding Question?
Where would we find the latest Version of the SE4 Modder?
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May 6th, 2004, 09:05 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 Question?
Quote:
Do "modify point generation - system" abilities work on components
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Nope.
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Or do only point/resource generation abilities work?
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Only the new ones added in the 1.91 patch work. The ability used by the Mineral Miner facility, for example, does not work on a component.
However, be aware that the new point generation resource abilities do NOT have their production displayed anywhere, not on the ship, not in the Empire Status window, nowhere. You still get the points from them, but you have no idea how much they produce or anything. Using them is a huge pain, as the game does not factor them into the Empire Status window. Research and intel abilities are factored into the appropriate windows for them though, so they are fine.
Quote:
Originally posted by Moonsword:
Where would we find the latest Version of the SE4 Modder?
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SE.net has the latest Version, 1.76, available for download in its downloads section.
[ May 06, 2004, 20:13: Message edited by: Imperator Fyron ]
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May 7th, 2004, 12:20 AM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: Modding Question?
Damn. Again.
Oh well, another one to finish for the moment: can the requirements for sphere/ring world generators be edited? More specifically, the amount of plating/cables required, and most importantly, the location? (to create some sort of artificial moon, ready to be colonized )
(I fear the answer will be 'nope', but still, one can only hope )
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May 7th, 2004, 12:35 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Modding Question?
The amounts can be modded, but the location must always be over a star...
The DevNull mod does this with Stellar Moons. Here are the areas you'd need to mod, using Stellar Moons as an example:
From components.txt:
-----
Name := Artificial Moon Placement Generator
Description := Provides the gravitational matrix needed to assemble a stellar moon.
Pic Num := 178
Tonnage Space Taken := 500
Tonnage Structure := 500
Cost Minerals := 25000
Cost Organics := 25000
Cost Radioactives := 25000
Vehicle Type := Ship\Base
Supply Amount Used := 500
Restrictions := None
General Group := Stellar Manipulation
Family := 3022
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Artificial Stellar Moon Construction
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Create Constructed Planet
Ability 1 Descr := Will create an artificial moon around a star.
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Ability 2 Type := Constructed Planet Requirements
Ability 2 Descr := Must have 5000kT of artificial moon components present at location.
Ability 2 Val 1 := 3
Ability 2 Val 2 := 5000
Weapon Type := None
Name := Artificial Moon Component
Description := Provides the ground material and infrastructure used in artificial moon construction.
Pic Num := 245
Tonnage Space Taken := 500
Tonnage Structure := 500
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 5000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Stellar Manipulation
Family := 3023
Roman Numeral := 0
Custom Group := 3
Number of Tech Req := 1
Tech Area Req 1 := Artificial Stellar Moon Construction
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := None
----
From PlanetSize.txt:
Name := Stellar Moon
Physical Type := Planet
Stellar Size := Tiny
Max Facilities := 25
Max Population := 10000
Max Cargo Spaces := 20000
Max Facilities Domed := 10
Max Population Domed := 4000
Max Cargo Spaces Domed := 8000
Constructed := True
Special Ability ID := 3
-----
That Last line (special ability ID) matches up with the value given to the "Create Constructed Planet" ability on the component.
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May 8th, 2004, 02:03 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: Modding Question?
Ah OK, that means any solar generation facilities stop working once you build something there, no matter how small it is I guess?
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