.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
  #71  
Old October 2nd, 2006, 01:52 AM
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

2) Some of those damage types already exist. I don't think you can add such effects if they do not yet exist, though.

3) Sure, set the ability scope to system instead of object.

5) Yep. For an example, see my "mod out LCX as early warship" thread for a way to make a mount that applies to components with a specific ability.

6) Is there not a "Description_Abilities.txt" in the demo Data folder?
__________________
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
  #72  
Old October 2nd, 2006, 03:49 AM
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

No, the demo does not have the "Description_Abilities.txt" file.
Reply With Quote
  #73  
Old October 2nd, 2006, 07:23 AM
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

None of the Description_X files were included in the demo...
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #74  
Old October 2nd, 2006, 10:48 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Modding SEV Thread Questions

In case you think squares are boring:
Attached Images
File Type: png 451082-Dlg_Combat_CommandBar_QuadMap.png (128.7 KB, 221 views)
Reply With Quote
  #75  
Old October 2nd, 2006, 11:57 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Modding SEV Thread Questions

http://imagemodserver.mine.nu/other/...opModifier.zip

Type in whatever formula you want, and press go!
Automatically Generates the Population Modifiers for your settings.txt
Reply With Quote
  #76  
Old October 2nd, 2006, 02:18 PM

Jarena Jarena is offline
Private
 
Join Date: Aug 2006
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
Jarena is on a distinguished road
Default Re: Modding SEV Thread Questions

I remember reading that someone said that Ringworlds take up a ring of six inner hexes (or something like that) I think it may have been Cpt. Kwok.
Dear sir, I ask of you two things:
Is this, in fact, true?
Also, will I be able to create my own with user-defined shapes and sizes?
Reply With Quote
  #77  
Old October 2nd, 2006, 02:46 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Modding SEV Thread Questions

If you want to take the time and effort to create the 3D images, I don't know why you couldn't mod the game to use them.

Building ring and sphere worlds is messy now. You have to make sure everything is out of the way. It won't build if there is anything in the space it will occupy (base, ship, unit, etc.) so one enemy ship or unit can hold up your gigantic construction project.
Reply With Quote
  #78  
Old October 2nd, 2006, 03:49 PM

Jarena Jarena is offline
Private
 
Join Date: Aug 2006
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
Jarena is on a distinguished road
Default Re: Modding SEV Thread Questions

I would think I could impliment them as far as the .x file goes, but I'm wondering about the actual hex space it will take. If I make an object, could I assign it to a 2x4 hex area? or, say, an L-shape? Anything like that?
This ringworld thing has me excited enough as it is.
Reply With Quote
  #79  
Old October 2nd, 2006, 07:15 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

Things I found while going through the abilities section of main strings.txt:

Government Center -- Possible Palace type ability?
Multiplex Tracking -- Yes or No ??
Planet Colonize Type 4 and 5 -- There are only 3 in stock
Point Generation-Culture -- Is this morale or something else?
Warp Point - Periodic -- Sometimes its there, sometimes not?
Reply With Quote
  #80  
Old October 2nd, 2006, 07:50 PM
Noble713's Avatar

Noble713 Noble713 is offline
Sergeant
 
Join Date: Aug 2000
Location: Garden-Variety State
Posts: 356
Thanks: 5
Thanked 0 Times in 0 Posts
Noble713 is on a distinguished road
Default Re: Modding SEV Thread Questions

Quote:
Suicide Junkie said:
GGmod has that.

An empty hull requires no crew, but the bridge requires 5 crew, and the engines require a couple, and the guns require more. Fighter bays need quite a few techies too.

Lifesupport requirements are based on the crew capacity as well (IE: how many crew quarters you install).

The GGmod computers replace 30 crew each (reducing the lifesupport needed indirectly).
And aside from the basic crew quarters, there are gunnery quarters which give a bonus that applies only against weapons (Less crew per kt for general stuff, but the +50% vs weapon requirements is quite useful).
Oooo, that's nifty. I think I'll have to steal your idea, if you don't mind.
__________________
Hail Caesar!

L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
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 08:30 AM.


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