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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Creating Central Planets

ColonialAdmiral's picture
Submitted by ColonialAdmiral on Sun, 2007-05-20 19:29. SE:V MODs

I'm trying to figure out how to Place a planet in the center of the system, instead of a sun...

I tried creating a new System Types page, with only one system Type. I switched out the Entry on the sun, for the entry about planets, and then moved that planet entry into ring 1.

Can anyone help me? All i've succeded in creating are Systems that are empty, except where empires start...Then there is just one planet....The one the empire starts on...

‹ Star Trek mod Balance Mod Pending Updates ›
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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Sun, 2007-05-20 19:29.

BUMPTASTIC!!!

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Mod Designer

Re: Creating Central Planets

Submitted by Fyron on Sun, 2007-05-20 20:24.

There is probably a typo; an extra line that shouldn't be there, missing a line, an erroneous number in a field.


SpaceEmpires.net | Space Empires Wiki

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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Sun, 2007-05-20 20:42.

Is there a way in the system types.txt to make sure a system type you've created actually appears?

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Mod Designer

Re: Creating Central Planets

Submitted by Fyron on Sun, 2007-05-20 21:38.

No, because SystemTypes.txt has nothing to do with the appearance of systems on a map. That is governed by QuadrantTypes.txt.


SpaceEmpires.net | Space Empires Wiki

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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Sun, 2007-05-20 22:46.

Ok I think I get it now.
Where can I find the Pictures for the Portrait Bitmap and Portrait Index entries?

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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Sun, 2007-05-20 22:48.

Never mind, Found it.
Thanks for the help, Fyron.

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Rilo57's picture

Re: Creating Central Planets

Submitted by Rilo57 on Mon, 2007-05-21 10:25.

Sounds like another vote for an official map editor.

SEV, more than a feeling.

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Mod Designer

Re: Creating Central Planets

Submitted by Fyron on Mon, 2007-05-21 12:26.

Huh? A map editor would do exactly nothing to help with modding the random generation of maps...


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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Mon, 2007-05-21 16:30.

Its for the BSG mod.

Every system is going to have one "Major planet" which is the big one in the middle. Everything else will be moons. I'm still trying to work it out, but its going to be pretty damn awesome.

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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Mon, 2007-05-21 19:39.

New Issues.
It worked yesterday, but after expeirementing with changing planet size...I can't get any planets to appear in ring one, at all...
I'm going to try examining the suns, see how they do it...

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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Mon, 2007-05-21 19:50.

Is it evan possible to put a planet in ring 1? (The center)

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ekolis's picture
Mod Designer

Re: Creating Central Planets

Submitted by ekolis on Wed, 2007-05-23 14:49.

I did the same thing in the 21st Century Mod, which I never actually finished... Sticking out tongue
In any event, sorry for not mentioning this to you sooner but I thought you had it working...
http://kolis.dyndns.org/ed/se/se5/mods/21stcentury/
Feel free to borrow from my datafiles! Laughing out loud

The one problem I ran into is that when I forced all systems to have a planet in the center and moons surrounding it, I couldn't get homeworlds to actually occupy those planets - the game always spawned gigantic moons at random locations in the system! Oh, and also when a ship is constructed at a planet, it's not easy to find the ship because you have to click on the center hex of the planet, which is obscured by the planet's surface! If there were a way to make planets translucent that would be great, though...

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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TakAhLah's picture
Mod Designer

Re: Creating Central Planets

Submitted by TakAhLah on Wed, 2007-05-23 14:55.

I've never actually got far enough in a game to build one, but couldn't the huge center planets be treated/set up to act like a dyson sphere that way the ships wouldn't be build in the center of it.

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ColonialAdmiral's picture
Mod Designer

Re: Creating Central Planets

Submitted by ColonialAdmiral on Wed, 2007-05-23 19:35.

Yeah just block out the center hex. I'll play with it. I guess you didn't get the PM i sent you over at spaceempires.net ekolis....

But oh well I'll figure it out. I am a genius after all. Laughing out loud

Thanks Ekolis.

Anyway I think part of the problem I'm having is that I was trying to make the center a new planet type, hence the reason that it never showed up. I'll be tinkering tonight though, so we'll see what I find out.

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ekolis's picture
Mod Designer

Re: Creating Central Planets

Submitted by ekolis on Thu, 2007-05-24 11:16.

I found that even if I block out the center hex, ships that are constructed at the planet start in the center hex - it's just that once they leave, they can't move back. But then that was tested a long time ago around version 1.20, and also I think most of my planets had more than 1 inner hex - they were REALLY big planets! Laughing out loud

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Creating Central Planets

Submitted by Kilson on Thu, 2007-05-24 11:59.

How dose having a Single planet in the center effect the solar generation abilities?

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ekolis's picture
Mod Designer

Re: Creating Central Planets

Submitted by ekolis on Thu, 2007-05-24 13:30.

I would imagine that they would not work due to the lack of a star in the system...

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Creating Central Planets

Submitted by lochkartenman on Fri, 2007-05-25 03:09.

I really much like the idea.. scale would come much closer to fit this way.

By the way: wouldn't it be easier to make ringwolrds aviable (as a replacement for colonization-tech) from the beginning on and leave suns the way they are just changing textures? This way all abilities that relie on a sun existing would stay active wouldn't they?

Game-Start would be a problem, though since the game spawns a homeworld planet...
Just realizing that the atmosphere-conecpt would not work eihter.. since ringworld always have the native atmosphre of the building race...

just a tought.

corect me if I'm wrong - I actually never got till ringwolrds etc.

Arne

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Isopsyco's picture
Mod Designer

Re: Creating Central Planets

Submitted by Isopsyco on Fri, 2007-05-25 08:45.

ekolis wrote:
I would imagine that they would not work due to the lack of a star in the system...

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious :P

I suppose you could do a formula based on the planets in the system (function call to determine habitable planets that would assume a functioning sun), their orbits and mass size to determine sun based generation systems/components. Its how Astrophysicist determine planets around suns, and the function has an inverse.

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Re: Creating Central Planets

Submitted by marhawkman on Mon, 2007-07-16 19:04.

Actually, you could also create an invisible star type tha only spawns in these systems. Or just have the game spawn the star out around ring 8-12 instead. Star....Orbiting....Planet.... Laughing out loud

Now if only I could figure out how to do this without creating new object types.... The game doesn't seem to like being told to always put a ring in the center of a solar system. Oh and multiple ringworlds make for weird visuals.
--------
Universe distortion

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