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Setting Player Starting Locations to a Specific Planet?

Submitted by Noble713 on Fri, 2007-11-30 10:47. SE:V MODs

I made a map with Ergie's Map Creator, compiled it, and took it on a test run in my mod. Since I've only finished about half of the map, I picked the systems where I wanted my two races to start so they wouldn't end up in the unfinished parts.

Here are the two problems I encountered:
1. The game generates an entirely new planet and adds it to the system instead of placing the race on a pre-existing world that is suitable. This means the races end up starting with immediate access to a second perfect planet, not to mentioned making my naming efforts useless (humanity should start on Earth, not some totally unknown Sol XV).

» read more | 1 comment

Help with a sniping mount...

Submitted by frvwfr2 on Fri, 2007-11-30 16:12. SE:V MODs

Long Name := Sniper Ship Mount
Short Name := Sniper Mount
Description := A Mount that increases the range of weapons
Picture Number := 6
Code := H
Maximum Level := 5
Can Be Placed On Vehicle Types := Ship
Number Of Abilities := 3
Ability 1 Type := Component - Weapon Range
Ability 1 Description := This Mount increases weapons range by [%Amount1%]km.

» read more | 11 comments

Mod Processing Time...

Submitted by Gideon on Fri, 2007-11-30 20:19. SE:V MODs

I've stumbled on to something that might speed up processing time of turns. This is a change that has to be done to an AI file, so only try this if you know something of what you're doing there. Please give this a shot, and tell me if it makes any difference. My computer is fast enough that I really can't tell.

In Script_AI_Politics.txt.

Stock code:

[code]
//------------------------------------------------------------------------
// Calculate_Current_Anger
//------------------------------------------------------------------------
function Calculate_Current_Anger returns boolean

» read more | 3 comments | 1 attachment

Base Ship Yards & Satellite Layers- Am I being Stupid...?

Submitted by Grimlock on Fri, 2007-11-30 20:57. Space Empires V General

Do BSYs need cargo holds when they are above a planet with lots of cargo space?

Previously i didn't have them but i didn't think they were building the units. So now i put cargo holds on them, but this is such a pain to micro manage transferring the cargo out when it gets full?

Do they need cargo holds if they are building ships?

I'm presuming its not possible to put 2 space yards on 1 BSY..

Satellite Layers:
I keep launching satellites and then finding out later (when they get into a fight) that there is no supplies... when satellites pick up satellites, do they take their supplies off them? I know when you add supplies to a sat layer, they are added to the satellites 1st.

» read more | 1 comment

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