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

MM's Map compiler

Rilo57's picture
Submitted by Rilo57 on Wed, 2007-10-17 10:24. SE:V MODs

What other objects can be added at map creation? Specifically I'd like to add ring worlds and sphere worlds.

I'd like to make a quadrant that has strings of systems radiating out from one central hub. In this hub system is a sphereworld.

‹ What about creating asteroids... New Mod - "Capship Mod" ›
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Rilo57's picture

Re: MM's Map compiler

Submitted by Rilo57 on Wed, 2007-10-17 10:45.

I just did a test... Apparently you can hand enter any object from the stellarobjecttypes.txt file (including sphereworlds). You have to enter them by hand in the txt map file. then compile it with MM's compiler.

SEV, more than a feeling.

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MasterChiToes's picture

Re: MM's Map compiler

Submitted by MasterChiToes on Thu, 2007-11-15 03:08.

That's exactly what you can do. I believe the compiler will reject some object placement, like stars with overlapping blocked hexes... but otherwise, you can do a lot of bad things like multiple sphereworlds in one system, and loads of artifacts. Anyway, the format is pretty simple.

I was bored once, and made a system with an rainbow of stars... and played a crystal tech race starting in it.

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Rilo57's picture

Re: MM's Map compiler

Submitted by Rilo57 on Thu, 2007-11-15 15:00.

Can you specifiy where you start? I know you can specifiy where the home systems will be, but then I thought the game puts all the players where it wants in those systems that were specified as starting systems.
sorry for my poor use of english... oh well...

SEV, more than a feeling.

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MasterChiToes's picture

Re: MM's Map compiler

Submitted by MasterChiToes on Thu, 2007-11-15 15:04.

If there is one player and one starting position, then the player (not a computer generated AI empire) will start in that system.

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