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January 20th, 2008, 12:13 AM
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Shrapnel Fanatic
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Re: Need help with moding Space Empries 4 Deluxe
Warppoints are always visible, otherwise cyan and red storms would be inescapable deathtraps
Make it a sector cloak on the asteroids; that will hide everything except warppoints (even planets)
In settings.txt:
Code:
Empire Base Planet Mineral Usage Rate := 2000
Empire Base Planet Organic Usage Rate := 2000
Empire Base Planet Radioactive Usage Rate := 2000
Adjust your spaceyard ability amounts to match, of course.
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January 20th, 2008, 05:36 AM
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Re: Need help with moding Space Empries 4 Deluxe
If you depreciate the space yards and ship yards organic capability, and if you reduce farms production rate, your troops will take long enough too build.
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January 20th, 2008, 09:52 AM
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Re: Need help with moding Space Empries 4 Deluxe
Quote:
Leternel said:
If you depreciate the space yards and ship yards organic capability, and if you reduce farms production rate, your troops will take long enough too build.
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In theory, but not in practice.  Its the number of components and their cost that really affect the time it takes to build troops.
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January 20th, 2008, 06:31 PM
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Re: Need help with moding Space Empries 4 Deluxe
That's the point, though, Atrocities.
Make your troop stuff cost organics!
Or alternatively, make the hull cost organics "for the soldiers who are operating them"
If you're not willing to adjust prices, you're not gonna win this one 
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January 21st, 2008, 05:22 AM
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Re: Need help with moding Space Empries 4 Deluxe
Thanks for the info about the settings.txt file for adjusting the base Organics values for all planets. That should help make building troops take some time, even on small, less populated planets.
I have already tried Suicide Junkies suggestion on making Astroids use "Sector Cloaking" to hide units, but not only does it hide the ships/units occupying the sector, but it also makes the Astroid Sectro invisible aswell. I would like to have the Astroids visible to see, but still hide/"cloak" a ship/unit if they occupy the Astroid sector.
And as for Warppoints, couldn't you just use the "Sector Cloaking" ability aswell? I was thinking about doing that, but can a ship without anti-cloak technology still be able to locate and transverse through the "Cloaked" Warppoint? This would limit expansion as an empire would really have to rely on scouts to look for these warppoints.
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January 21st, 2008, 06:11 AM
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Re: Need help with moding Space Empries 4 Deluxe
Quote:
Suicide Junkie said:
Warppoints are always visible, otherwise cyan and red storms would be inescapable deathtraps
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That is hardcoded.
Storms will show up despite cloaking the sector as well.
You could make storms with an asteroids picture if you wanted, and all you would lose is the remote mining.
If you edit the systemtypes.txt, you could add real asteroids under the storm, which would give you the mining back.
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January 21st, 2008, 07:51 AM
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Re: Need help with moding Space Empries 4 Deluxe
Is "Division of Troops" a separate unit size? If it is, you could make that unit chassis cost a huge amount of whatever resource you want to limit it by. You want it to cost more than a typical construction queue's build rate, not a typical resource facility's production.
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January 21st, 2008, 05:38 PM
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Re: Need help with moding Space Empries 4 Deluxe
Hmm...That could be an interesting addition to a mod. Ships cost minerals and radioactives, troops cost organics.
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January 21st, 2008, 08:23 PM
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Re: Need help with moding Space Empries 4 Deluxe
Suicide Junkie, thanks for the suggestion about Astroids. How exactly would I edit the "SystemTypes.txt" file in order to do this? Do I need to make a whole new "Astroid" type in the "StellerAbility.txt" file? I think I understand what you mean, but I'm not sure on how to do it exactly. I guess I could just easily change the Storm Pictures and make them Astroids, but I would like to keep both in the mode, and would still like to have Astroids keep ther mining capabilities.
capnq, I decided to totally restructure "Troops" in the mode. Instead of having 3 basic types of Troops, there is only one type, which is called a "Combat Unit". Combat Unites are still made up of components like Stock Troop Units, but each component will represent a segment of Ground forces. For example, you could simply add an "Infantry" component to a combat unit that is suppose to represent a Regiment of Troops. A Combat unit is capable of holding up to 12 Regiment Troops (which make a Division of Infantry or +10,000 men). You could also add other types of Components that represent other types of Ground combat units such as "Aeriol Squadrons" (basically Planet based Fighter craft) or Military Special Forces (highly trained Infantry). Organics would make up the bulk of the cost with "Combat Units" to represent all the Troops/support personel you need to train, feed, and equip with.
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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January 21st, 2008, 10:00 PM
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Shrapnel Fanatic
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Re: Need help with moding Space Empries 4 Deluxe
The idea is to make a new type of sector which is a storm, but has an asteroids picture. It should always have cloaking. Copy & edit an entry from sectortypes.txt
Then in systemtypes, call for some of those new storms, with random locations, but also add a normal asteroid field with "same as X" for its location, where X is the storm.
Copy & edit the existing entries here as well.
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