.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEV Modders Knowledge Base

Reply
 
Thread Tools Display Modes
  #1  
Old September 19th, 2006, 04:25 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Modding SEV Thread Questions

Can there be more than 17 or 16 different ship/unit pictures in the Empire/Shipset Files?

First off I noticed a 1 image difference between the Ship Set, and Vehicle Main Textures bmp. What I wanted to know, are the sizes of the bmp's set in stone, what if we want to add more vehicle models to the shipset/empire? From viewing the Empire style example on MM, it doesnt appear so.

Ship Set--[Empire Name]_ShipSet.bmp--378x84(each picture is 42x42)

Vehicle Main Texture--[Empire Name]_Vehicle_Main_Texture.bmp--256x256 (each picture is 64x64)

Unit Combat Texture--[Empire Name]_Unit_Combat_Texture.bmp--256x256 (each picture is 128x128)
Reply With Quote
  #2  
Old September 19th, 2006, 05:01 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Modding SEV Thread Questions

Yes, they can.

All those files seem to be able to be lengthed in a manner similar to components.txt in SE4. That is, you can make them longer, but not wider.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #3  
Old September 20th, 2006, 03:00 AM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Modding SEV Thread Questions

Can you target an incoming Beam or Bolt based weapon with an effect?

I was going through the data files, and I noticed that there was a listing of valid targets, like ship, or seeker for instance, but it also said beam and bolt.

What is the difference between Torpedo and Directed Torpedo?

From what I can tell it looks like Directed is seeking, and Torpedo is like direct fire.

Can Shields use supplies?

Do the Formations for the Fleets and Task Forces determine the max number of ships per fleet?

From looking at the formations data file, it shows one formation for fleet as a max of 40 ships, and one for task forces at 74. I was hoping that you could use this to possibly control the total size of any fleets being used.

With out Multiplex Tracking, Do all weapons that can fire from an individual ship fire at the target?

Wont this result in serious overkill of certain ships...?
Reply With Quote
  #4  
Old September 20th, 2006, 03:26 AM

StarShadow StarShadow is offline
Sergeant
 
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
StarShadow is on a distinguished road
Default Re: Modding SEV Thread Questions

Re: Multiplex Tracking

I'm kind of wondering that too. In SEIV all direct fire shots were instant hit and your weapons fired in sequence, if weapon 4 (out of, say 10) was a kill, weapons 5 - 10 would find a new target. In SEV since combat is real-time, and most direct fire weapons actually have travel-time (the beams aren't so bad, but it's quite noticable with projectile weapons)..it looks to me like ships just completely unload at one ship after another, resulting in some amazing over-kills, unless you micro-manage your combat (ie. tell your ship to fire weapons 1-4 at ship A and weapons 5-10 at ship B, etc).
Reply With Quote
  #5  
Old September 20th, 2006, 04:10 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Modding SEV Thread Questions

i think its all configurable in the stratigies. like this:

Targeting Priority 2 := Total Targeted Damage < 150% of Structure

and like this:

Target Type 1 Damage Amount := 100%

and you can configure strategies to be specific to the type of object being engaged. so you might choose to engage a carrier at a diferent range than a sphereworld. and that iss pretty snazzy.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #6  
Old October 7th, 2006, 09:46 PM

Desdinova Desdinova is offline
Sergeant
 
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
Desdinova is on a distinguished road
Default Re: Modding SEV Thread Questions

is there any option to modify the max population of a planet as a racial trait similar to what can be done about cargo space. i found the Storage Cargo Space Percent and was shown the Storage Facility Space Percent abilities in mainstrings.txt but i see nothing that looks like i can increase max population in the same way.
__________________
The vastness of space and time, and I end up here?
Reply With Quote
  #7  
Old October 7th, 2006, 11:47 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Modding SEV Thread Questions

The Facility Space Percent ability works as you want to increase facility space and I've requested A Population Space Percent ability as well - hopefully that will come through.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #8  
Old October 8th, 2006, 09:42 AM

Desdinova Desdinova is offline
Sergeant
 
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
Desdinova is on a distinguished road
Default Re: Modding SEV Thread Questions

thanks. hopefully it will be added.
another question.
i figured out how to expand the system map size however i am having trouble placing planets beyond ring 10. they seem to end up all in the same hex as the sun. is the ring 1-10 a hard coded limit or did i miss changing something is settings.txt. i have the warppoints out around the outer 3 rings and asteroid belts beyond ring 10 (i think)
__________________
The vastness of space and time, and I end up here?
Reply With Quote
  #9  
Old October 8th, 2006, 01:47 PM
Kamog's Avatar

Kamog Kamog is offline
Lieutenant General
 
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
Kamog is on a distinguished road
Default Re: Modding SEV Thread Questions

There is going to be a fix for that in the first patch.
Quote:
Version 1.04:
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.
Reply With Quote
  #10  
Old October 8th, 2006, 01:50 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Modding SEV Thread Questions

The ring limit (up to 16 in theory) is why I made my system resizing script convert everything to circle radius. It is attached to this post. It's a python script, and you will want to change the scale factor variable to the amount you are scaling the systems. You might have to fiddle a few times to get it just right, since SE5 will place systems outside the hex grid readily enough if you are not careful to make all positions inside it.
Attached Files
File Type: zip 454175-resize_systems.zip (1.2 KB, 218 views)
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.