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  #11  
Old January 3rd, 2004, 05:41 AM

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Default Re: A couple of modding questions

So if I wanted a game where thousands of ships were involved, all I'd have to do is increase the max planet value to some ridiculous amount, so all the players had a massive surplus of materials. Good. (I like huge fleet battles )

Oh, and thanks a lot for the speedy replies. That's one thing you can always count on here, fast, accurate responses. I appreciate it. Thanks a lot guys.

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  #12  
Old January 3rd, 2004, 06:02 AM
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Default Re: A couple of modding questions

your welcome.
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  #13  
Old January 3rd, 2004, 06:17 AM
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Default Re: A couple of modding questions

well, you can count on fast responses, i dunno about the acurate ones...

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  #14  
Old January 3rd, 2004, 06:36 AM
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Default Re: A couple of modding questions

Quote:
Originally posted by narf poit chez BOOM:
quote:

planet value change
that's what i was talking about.
Aah, but that was not obvious from your post, it was tied up with a population change

But I think planet value is still topped up at 250% if goes through the planet improvement.
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  #15  
Old January 3rd, 2004, 07:56 AM
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Default Re: A couple of modding questions

Quote:
posted by Kamog:
In settings.txt, you can change the lines
Maximum Planet Percent Value := 250
Asteroids Value High Percent := 300
^

[ January 03, 2004, 06:12: Message edited by: narf poit chez BOOM ]
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  #16  
Old January 3rd, 2004, 09:58 AM
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Default Re: A couple of modding questions

Just so there is no confusion... value and conditions improvement plants are cumulative. Build as many as you would like.
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  #17  
Old January 3rd, 2004, 04:57 PM

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Default Re: A couple of modding questions

I've done a little testing, and the Maximum Planet Percent Value can go at least as high as 65000, and everything works great. Here's my question though. So we have empires with virtually unlimited resources, from just a couple of planets. That means fleets of thousands of ships could conceivably be built. However, the combat window is only 63 by 63 squares if I counted right, making a total of 3969 squares.

So if my fleet of 2000 ships meets my enemies fleet of 2000 ships, there isn't space for all of them. Would that result in a game-killing overflow error or something? Or would ships stack like they did in SE3? And is there any way to alter the size of the combat window so it is greater than 63 by 63? Cause I'd like fleets with thousands of ships, but that may not be possible if the combat window can't be expanded. Thanks again for the help.

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[ January 03, 2004, 14:58: Message edited by: Renegade 13 ]
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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  #18  
Old January 3rd, 2004, 07:23 PM
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Default Re: A couple of modding questions

nah, ships will stack, ive seen it. but i think they stay inside of your deployment area when being placed. If you want really large battles, you can always mod ships to be fighters, and then you can have stacks of hundreds of ships. it can be a pain to rearrange your stacks, especially when launching from planets, so there are some downsides to that idea.

maxint is 2^16 (two bytes), or 65,536. or possibly 65,535 since that is FFFF in hex, and one of the values has to be reserved for zero, so its actually 2^16 - 1. if its higher than that, he used longint (god knows why..). I dont remember how many bytes are in longint, but I think its max value is somewhere in the millions. a google search for "longint" or "long interger" should turn it up.
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  #19  
Old January 3rd, 2004, 07:43 PM
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Default Re: A couple of modding questions

How do you get the ships to stack? I couldn't get my ships to move onto the same space as another ship...
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