|
|
|
 |

November 21st, 2000, 12:54 PM
|
Sergeant
|
|
Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Assuming they make this all work eventually, is it possible to add systems to the list of what counts toward the 50% in a transport hull, and to make systems not allowed in warship/carrier hulls?
I would personally like to modify the game so that all systems which confer special non-combat capabilities can only be used in transport hulls (shipyards, repair bays, etc...), and not have to fill special purpose ships up with 50% cargo holds. What I'm looking to duplicate is real-world "auxilliaries".
|

November 21st, 2000, 04:58 PM
|
Corporal
|
|
Join Date: Nov 2000
Location: Ottawa,Ontario
Posts: 99
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Well looking at the file, and how I understand it  , you have to add for each hull which componets are required/allowed/not allowed. Unfortunetly it either isn't working yet, or I don't know how it works 
|

November 22nd, 2000, 05:47 AM
|
Sergeant
|
|
Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Its not quite for each hull because there are differences between population transports and troop transports. For troop transports satellite and mine bays count as storage bins, but for population transports they don't. So I always pick troop transport as the type giving me more flexability.
[This message has been edited by Tomgs (edited 22 November 2000).]
[This message has been edited by Tomgs (edited 22 November 2000).]
|

November 22nd, 2000, 10:21 PM
|
Corporal
|
|
Join Date: Nov 2000
Location: Ottawa,Ontario
Posts: 99
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Umm, but you can call a ship whatever you want, even remove the ship types. So I don't see how those make a difference.
The one thing I want to know is if the requirments listed in VehicleListing.txt are hard coded into the game or not, cause no matter what I seem to try I can't add a new requirment too a ship. 
|

November 23rd, 2000, 07:47 AM
|
Private
|
|
Join Date: Nov 2000
Location: hel.fi
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Can you set up negative production modifiers using <Population Modifiers> and how does the game handle the pops below the first defined modifier? (Worst case - it would default back to 100 perc).
By the way, what is "SY Rate"? It does not ring a bell.
Example:
Modifier 1 Population Amount := 9
Modifier 1 Production Modifier Percent := 25
Modifier 1 SY Rate Modifier Percent := 25
|

November 23rd, 2000, 08:02 AM
|
Sergeant
|
|
Join Date: Nov 2000
Posts: 273
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Vilemare:
I'm not 100% sure on the Pop question as I've not messed with that aspect yet. Easiest thing to do would be for you to try it. Back up your original and make the change and see what happens. Shouldnt take too long. This is exactly how I've been modding things so far...trial and error. And so far, I've been very pleased with the results.
As far as 'SY Rate'...its the build rate for Space Yards on that planet. At stock, I believe it is set to 2000m,2000o,2000r per turn. The 'SY Rate' is a multiplier to this rate. It determines how quickly your Space Yards churn things out.
Hope it helps
Talenn
|

November 24th, 2000, 01:11 PM
|
Private
|
|
Join Date: Nov 2000
Location: hel.fi
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Moding Questions
Pop Modifier thingie came out OK.
Seems to work fine with negative modifiers(<100%). Also, the first modifier tresholds all values above zero, so no problems there.
Example: I set it up with base usage rates of 100 and pop modifiers ranging from badly reduced to default levels. Domed colonies are now almost useless for unit/ship production, and it takes more than a few years to put up some simple resupply depots - the way I like it! (AI could be really crappy from all this, so it needs some working and thinking through).
|
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
|
|
|
|
|