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Home » news » forums » Space Empires V » Space Empires V General

Ship classes and space on planets (gimme more!!)

Submitted by zalon on Sat, 2007-07-07 11:51. Space Empires V General

Hi Board,

finally SE is published in Germany, too. So I started a game and ..whoops.. stumbled across some issues.

Using stock, there are about 20 ship classes (or "types"?), e.g. "Attack Ship, Defense Ship". That's too sparse for me. Eye-wink
I couldn't find a button to create new classes, so how do I get more?

Although my homeworld is a "large" planet, there's not much space left, 20.000 total and 19.000 occupied. So I settled on a huge gas-giant, but there's not much space either (only 25.000 total). Will there be a technology that "compresses" my facilities? Or will I have to install a mod to change these settings?

Thanks!

‹ Components not showing up in Ship design Is there a way to center the screen around the active hex? ›
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Prankowski's picture

Re: Ship classes and space on planets (gimme more!!)

Submitted by Prankowski on Sat, 2007-07-07 12:15.

you can edit the DesignTypes.txt in the sev\data folder with your own ideas of shiptypes.

i don´t know any mod that actually increases the facility space on planets but maybe it can also be edited in one of the files of the data folder.
maybe one of the modders knows more about that.

but i don´t know if it is a good idea to increase it, as it could very likely unbalance the game!

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an_unoriginal_username's picture

Re: Ship classes and space on planets (gimme more!!)

Submitted by an_unoriginal_u... on Sat, 2007-07-07 13:41.

You can use 'PlanetSize.txt' in the data folder to give planets more space. I'm not sure what it would be called in German, though.


an unoriginal signature

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Re: Ship classes and space on planets (gimme more!!)

Submitted by unaf on Sat, 2007-07-07 14:47.

It has been gently translated to "PlanetSizez.txt", which is supposed to be an akronym for "Persönliches Limit angeben nach einer total sinnlos irritierenden Zuordnung eigener Zahlen".

If you enlarge all the planets, you maybe should edit the systems (systemlist.txt? don't remember) too... less inhabitable planets but bigger ones. Tried that, was quite neat for a while. Just replace some of the planets with Nebulae and Asteroids - that makes stellar manipulation in the later game a lot more fun, too.

I'd recommend to use the english version btw... the variable names/lables inside the files have been partially translated and maps, savegames, races as well as almost every mod done with the english version are not compartible (and you'll want to use those at some point, i guess). Well... Should be working by reinstalling and selecting "english" as language of the install engine. At least it did it for me. Strange.

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Mod Designer

Re: Ship classes and space on planets (gimme more!!)

Submitted by Quantum on Sun, 2007-07-08 02:02.

My longship mod which comes out with the next patch makes planets and ships larger.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Re: Ship classes and space on planets (gimme more!!)

Submitted by zalon on Sun, 2007-07-08 04:01.

I'll dig through the configs asap. Thanks for the hint concerning less inhabitable planets.

Larger ships AND larger planets? Wow.. that's great! Hope the mod and patch will be released soon Laughing out loud

I've already reinstalled the game, using the English version. Anyhow, I still can't install patch 1.33 (or was it 1.35?) and Kwork's mod will crash SE telling me that some files are missing. Does anyone know whether some entries to the registry remain, even after deinstalling? Maybe that causes some trouble between the former German and now English version...

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Re: Ship classes and space on planets (gimme more!!)

Submitted by evilginger on Sun, 2007-07-08 04:59.

The IRM changed the number of facilities on planets and the amount of cargo storage it had no real unbalencing effect but it did make the AI's planets hard to invade sucessfuly. The IRM scripts in english are I think on the SEV wiki website. not sure if they will work with the german language version but they should give you the idea of how it was done.

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Re: Ship classes and space on planets (gimme more!!)

Submitted by zalon on Sun, 2007-07-08 07:32.

Ah.. Excellent! It's always easier to have some guideline.

One word to the modifications of DesignType.txt: Don't have changes an immediate effect on a running game? Do I have to start my empire from scratch, just to get my additional ship classes? (If that's right, wouldn't that be a good point to be changed with coming patches?)

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Re: Ship classes and space on planets (gimme more!!)

Submitted by unaf on Sun, 2007-07-08 07:44.

Hmh, i guess the game still crashing means bad luck: Does anyone know if there's an international AND a german version of the game? Maybe if so - i had the first one with which it works. I remember the trouble until I hat everything probably installed and patched though I cant recall what exactly I did. As it defenitly didn't involve buying another copy of the game there must be a solution - at one point I tried installing the english demo over the whole mess and after that a preinstalled english version from a friend's machine - maybe that was it?

Taking a look at my registry I see, that i've got both english and german stuff in there with "install directory" and "Verzeichnis installieren" pointing to the same folder... if "Cd Data" means "CD key", there's only one real installation just as it should be though and that must be mostly mine from the german version, so i suppose somehow everything must be allright or not (darn?).

Well, perhaps the shouldbe-coming shouldbe-international patch will fix all those issues...

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Mod Designer

Re: Ship classes and space on planets (gimme more!!)

Submitted by evilhamburger on Wed, 2007-12-19 06:35.

You could also edit HomeworldStartingFacilities.txt to change what you start with on your planets, you can also edit facilities.txt to change the size of the facilities so they take less space

-----------------------------------------------------------------------------------------------------------------------------

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Deathstalker's picture

Re: Ship classes and space on planets (gimme more!!)

Submitted by Deathstalker on Wed, 2007-12-19 14:14.

Easy way to add both facility and ship space (examples)

Facilities.txt

add

"Name := Resupply Depot
Description := Resupplies ships throughout the solar system.
Facility Group := Resupply
XFile Class Name := Resupply Depot
Picture Number := 3
Maximum Level := 75
Tonnage Space Taken Formula := 1000 - ((Get_Empire_Tech_Level("Construction") - 1) * 100)
Tonnage Structure Formula := 750 * (((Get_Empire_Tech_Level("Armor") - 1) * 0.1) + 1)
Cost Minerals Formula := 5000 * (1 + (([%Level%] - 1) * 0.05))
Cost Organics Formula := 300 * (1 + (([%Level%] - 1) * 0.05))
Cost Radioactives Formula := 700 * (1 + (([%Level%] - 1) * 0.05))
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Starship Support.
Requirement 1 Formula := Get_Empire_Tech_Level("Starship Support") >= (1 + ([%Level%] - 1))
Requirement 2 Description :=
Requirement 2 Formula := Get_Empire_Tech_Level("Armor") >= 0
Number of Abilities := 5
Ability 1 Type := Supply Generation
Ability 1 Description := Can generate [%Amount1%] supplies each turn for ships.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 10000 * (1 + (([%Level%] - 1) * 0.2))
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Ordnance Generation
Ability 2 Description := Can generate [%Amount1%] ordnance each turn for ships.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 10000 * (1 + (([%Level%] - 1) * 0.2))
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Remote Supply Distribution
Ability 3 Description := Distributes up to [%Amount1%] supply to vehicles in the same solar system at the end of each turn.
Ability 3 Scope := System - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 2000 * (1 + (([%Level%] - 1) * 0.2))
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Remote Ordnance Distribution
Ability 4 Description := Distributes up to [%Amount1%] ordnance to vehicles in the same solar system at the end of each turn.
Ability 4 Scope := System - This Player
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 2000 * (1 + (([%Level%] - 1) * 0.2))
Ability 4 Amount 2 Formula := 0
Ability 5 Type := Facility Maintenance Cost Modifier
Ability 5 Description := Note : Mineral Miner Facility has reduced maintenance cost of [%Amount1%]%.
Ability 5 Scope := Object
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := -25
Ability 5 Amount 2 Formula := 0"

ships:

add
components.txt
"Name := External Hull Enhancement
Description := Additions to the outside of the hull to increase the 'space' of a ship or base. (uses negative number formula).
Picture Number := 268
Maximum Level := 5
Tonnage Space Taken Formula := 0 - ([%Level%] * 25)
Tonnage Structure Formula := 100 * (1 + ((Get_Empire_Tech_Level("Armor")) * 0.1)) * (1 + (([%Level%] -1) * 0.05))
Cost Minerals Formula := 500 - ([%Level%] * 25)
Cost Organics Formula := 200 - ([%Level%] * 25)
Cost Radioactives Formula := 300 - ([%Level%] * 25)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Armor
Component Type List := Technological
General Group := Vehicle Control
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Construction.
Requirement 1 Formula := Get_Empire_Tech_Level("Construction") >= (1 + ([%Level%] - 1))
Requirement 2 Description :=
Requirement 2 Formula := Get_Empire_Tech_Level("Armor") >= 0
Number Of Abilities := 3
Ability 1 Type := Supply Storage
Ability 1 Description := Provides storage for [%Amount1%] units of supply.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 150 + (([%Level%] - 1) * 15)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Combat To Hit Defense
Ability 2 Description := Gives a [%Amount1%]% defense bonus in combat due to inhibited mobility.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -1 * ((Get_Design_Ability_Component_Count("Movement Standard")) + 1)
Ability 2 Amount 2 Formula := 6
Ability 3 Type := Movement Extra Generation
Ability 3 Description := Generates [%Amount1%] bonus movement point (only 1 component per ship effective) due to 'bulkiness' of addition.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := -1
Ability 3 Amount 2 Formula := -1
Weapon Type := None"

so this adds space to planets for each level of construction researched and the component trades armor space for added ship space. (just some ideas....Smiling )

key is the tonnage space taken amount and formula, you can add anything you like into this (ie, add more tech requirements to add a few more kt of space) or add in requirements to the vehicle.txt to give more space to a ship for each level of 'whatever' so that every empire has differing ship sizes not only on the level of ships researched but for the level of certain tech's researched (ie, organic or crystalline, etc, this can be used to make differing engine speeds or anything you imagine.......)

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