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April 20th, 2001, 06:07 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Map editor
Note on Sphereworlds etc. If you make maps with these and assign them to players (ie, force starting points) they will be used. BUT if the starting players atmosphere\planet type does not correspond with the sphereworld it will revert to a huge ____world (ice, rock , whatever)..
Just info......
(But the abilities file is FUN!,making planets easier to defend with bonuses and such is a great way to enhance the game. I now have a couple of planets with 'all knowing hermits' on them, generating 10%more research on those planets per turn )
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 20th, 2001, 07:38 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Map editor
quote: Originally posted by Deathstalker:
Note on Sphereworlds etc. If you make maps with these and assign them to players (ie, force starting points) they will be used. BUT if the starting players atmosphere\planet type does not correspond with the sphereworld it will revert to a huge ____world (ice, rock , whatever)..
From history.txt:
Version 1.35:
1. Fixed - Map Editor: Empires that began at starting points on planets would use the atmosphere of the planet. Now, if an empire starts at a starting point with a planet, the planet will be changed to be the same size but match the atmosphere of the empire.
Note the statement "same size". Looks like MM didn't count on us wanting races to start on ringworlds/sphereworlds...
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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April 20th, 2001, 11:22 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Map editor
I don't know if that rules it out though (someone would actually have to check)... if constucts are treated as their own size, then the race will start on the constuct with the right atmosphere (there is a seperate ringworld/sphereworld listed for each "legal" atmosphere)
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April 21st, 2001, 12:14 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Map editor
A sphereworld start can be done, if you want to have forced starts on sphereworlds you just have to create them individually and remember which one is which atmosphere\type etc and then assign the right races in the game selection to start. Or force all the races to breathe the same atmosphere in the race selection area. (Does changing the atmosphere of a race default them to using default AI files or will they still use their own??)
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 21st, 2001, 03:09 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Map editor
quote: Originally posted by Daynarr:
Ok, I have found 2 more bugs (and maybe spotted some more, but not sure).
1st bug - if you generate map with 150 or more systems, it will produce access violation errors.
IMPORTANT NOTE: this bug only happens when generating cluster, galactic, spiral or grid maps (all quadrant types that don't use random system distribution). When you generate mid-life or ancient quadrants everything works fine (even with 255 systems).
Any bugs detected w/system settings? I have a few extra systems with planets that have more than two moons and such...
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...can you and your associates arrange that for me, Mr. Morden?
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April 21st, 2001, 04:19 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Map editor
Not sure if this is a bug but...Just made a map and then started a game. All three of my starting planets were placed in a nebula system....thought this sort of thing was stopped patches ago??? Didn't have anything supposed to start in the nebula, it was randomly generated anyway and a previous game had nothing in it. Ah well.....
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 21st, 2001, 04:11 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Map editor
quote: Originally posted by Sinapus:
Any bugs detected w/system settings? I have a few extra systems with planets that have more than two moons and such...
I believe that if you remove a storm (and maybe some other objects) from map, access violation errors start occurring whenever you click edit button. Also, it seems that editor has problems with placing anything else but star in central square of the system. Lots of errors, but most of them have workarounds.
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April 21st, 2001, 10:58 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Map editor
Anyone else noticed that the abilities.txt files stuff dosn't work right for planets? Other than ruin placements I can't get stuff to work right. I have set up storage units (using planet point resource storage, 30000units) and no bonus is recieved, planets that should be generating 500 minerals per turn on their own without facilities just don't. I read thru the abilities.txt files and I am using the correct settings (ie, planets for planets and systems for systems) but nothing seems to work just right. I am only using value 1 though, do I need a value 2 even when one is not specified?? Is there certain # restrictions (ie, resource production must be 1000+ to work etc?).
HELP????
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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April 21st, 2001, 11:14 PM
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Colonel
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Join Date: Jan 2001
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Re: Map editor
quote: Originally posted by Deathstalker:
Anyone else noticed that the abilities.txt files stuff dosn't work right for planets? Other than ruin placements I can't get stuff to work right. I have set up storage units (using planet point resource storage, 30000units) and no bonus is recieved, planets that should be generating 500 minerals per turn on their own without facilities just don't. I read thru the abilities.txt files and I am using the correct settings (ie, planets for planets and systems for systems) but nothing seems to work just right. I am only using value 1 though, do I need a value 2 even when one is not specified?? Is there certain # restrictions (ie, resource production must be 1000+ to work etc?).
HELP????
I think it's the same problem as with facility abilities that do not work in components. Apparently it is hard coded that only abilities that already are in use for planets will work.
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April 21st, 2001, 11:29 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Map editor
DAMN, DAMN, DAMN, DAMN, DAMN!!!! All these ideas and now no way to implement them. MM take note, I (and probally most others) would LOVE to see this changed. PLEASE? Think of the fun you could have individually modding each planet, giving them abilities like 'All knowing Hermit, +500research/turn', or 'Native Police Force, +25% to Ground combat', or even 'Organics lacked for Birth Control, +5%reproduction'
This is my definite wish for the next patch/fix (well, that and its about time there was a LIGHT mount for weapons).
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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