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

.: Released :. Genesis - SE5 Map Editor

RogerN's picture
Submitted by RogerN on Sun, 2007-12-02 16:43. SE:V MODs

Genesis screenshot here.

Genesis is a map editor for Space Empires 5. You can create maps from scratch, or generate a random map and customize it. Mods are fully supported.

REQUIRED: You must have the Microsoft .NET Framework version 2 installed in order to run Genesis. You must also have Space Empires 5 installed. Most users probably already have the .NET framework, but if you get a crash at startup then you need to download it:
Download .NET Framework

Only a few actions are probably non-intuitive:
- Create warp points by dragging with the right mouse button in the Quadrant view
- You can scroll the System view by dragging with the middle mouse button

Other notes:
- The random maps generated by Genesis will be extremely similar to random maps created by SE5, but they are not exactly the same. Some algorithms are guesswork; specifically, certain spiral map types may look a bit different.

- The official SE5 map compiler only uses stock data files. In order to compile a map for a mod, you must backup your stock data files and copy the mod's files to the stock location. Sorry, but there's nothing I can do about that Sad

Download SE5 Genesis
Unzip the archive to any folder you like. Run Genesis.exe to start the program.

‹ Energy weapon-only mount? SE5 expanded ›
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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Sun, 2007-12-02 16:58.

It might be useful to make your map editor handle the file shuffling for mods behind the scenes. Copy stock files to backup location, copy mod data into stock Data folder, generate, copy stock files back in.


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2007-12-02 17:01.

Fyron wrote:
It might be useful to make your map editor handle the file shuffling for mods behind the scenes. Copy stock files to backup location, copy mod data into stock Data folder, generate, copy stock files back in.

That's a good idea... shouldn't take much work. I'll implement it later this week - going to take a break for now Smiling

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Sun, 2007-12-02 17:20.

It might be better to read the mod names from the Mod_Definition.txt files, rather than just folder names.

The quadrant generator doesn't seem to connect systems with warp points in the same manner as SE5 does. This doesn't usually matter, but there are a couple of FQM quadrants (the spirals) that depend on the ordering for their shapes.

For some reason, the app is choking on the "Flower Spiral" quadrant type. It only seems to be adding 16 systems, then gives up.

Would it be possible to center the system view on the screen when the window is open at large resolutions (eg: 1600x1200)?

It might be handy to automatically go to the system view when one double-clicks on a system in the quadrant view.

There doesn't seem to be any correlation between which system is selected in the quadrant view tab, and which is selected in the system view tab. This might be a little confusing.

Stellar objects in the system view do not appear to be centered in hexes correctly for me. Instead, they are centered in a vertex between 3 nearby hexes. This doesn't seem to happen with "Standard SE5," just with FQM.

Would it be possible to implement a "click and drag" feature in the system view tab, for scrolling the system view? What I mean is, click and hold on an empty area, move the mouse, and the system view scrolls to follow the mouse. Look at Google Maps for an example.


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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Sun, 2007-12-02 17:27.

Hmm... upon a second run (closing app entirely and restarting), system objects are rendered correctly in the center of hex. It happened the first time after I had loaded "Standard SE5", then used the File > Choose Mod... option to load a new mod (FQM in this case). Maybe there is a glitch with resetting the object data when loading a new mod? I can't seem to replicate this behavior though.


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2007-12-02 17:38.

Wow, thanks a lot for all the feedback!

Fyron wrote:
It might be better to read the mod names from the Mod_Definition.txt files, rather than just folder names.

That's doable. I was just being lazy by using the folder names, but there's no reason I can't read the mod definitions.

Fyron wrote:
The quadrant generator doesn't seem to connect systems with warp points in the same manner as SE5 does. This doesn't usually matter, but there are a couple of FQM quadrants (the spirals) that depend on the ordering for their shapes.

Yes, it's a little bit off in that regard. The mid-life systems (and similar) look almost exactly the same, but my algorithm for connecting warp points produces different results for the spirals. I'll need to experiment some more to get a perfect match (unless someone happens to have the SE5 code sitting around Smiling)

Fyron wrote:
For some reason, the app is choking on the "Flower Spiral" quadrant type. It only seems to be adding 16 systems, then gives up.

I'll have to look into that. It's working when I try it with Balance Mod, but I'll download the latest FQM and see if there's a difference.

Fyron wrote:
Would it be possible to center the system view on the screen when the window is open at large resolutions (eg: 1600x1200)?

Yes, that's doable. I'm stuck at 1280 x 1024, so I didn't notice that particular issue Smiling

Fyron wrote:
It might be handy to automatically go to the system view when one double-clicks on a system in the quadrant view.

There doesn't seem to be any correlation between which system is selected in the quadrant view tab, and which is selected in the system view tab. This might be a little confusing.

Very good ideas. I'm not terribly creative some times when it comes to user interfaces...

Fyron wrote:
Would it be possible to implement a "click and drag" feature in the system view tab, for scrolling the system view? What I mean is, click and hold on an empty area, move the mouse, and the system view scrolls to follow the mouse.

You should be able to drag the system view with the middle mouse button. Let me know if it's not workong on your machine.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2007-12-02 18:08.

Fyron wrote:
For some reason, the app is choking on the "Flower Spiral" quadrant type. It only seems to be adding 16 systems, then gives up.

Upon further investigation, it looks like the Flower Spiral quadrant type has several duplicated system coordinates. For example, there are multiple systems with the coordinates (39, 23).

The program is actually creating more than 16 systems, but you can't see them clearly because they all exist in the same locations. I'm actually surprised that it didn't crash when trying to generate warp points.

I noticed that SE5 also has trouble with the Flower Spiral type. I downloaded the FQM beta 12 just a moment ago.

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Sun, 2007-12-02 18:10.

RogerN wrote:
You should be able to drag the system view with the middle mouse button. Let me know if it's not workong on your machine.
That does technically work, but its a little unusual IMO. Do you think most users would think to use the middle button to pan, or would they try to do it with the left?


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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Sun, 2007-12-02 18:14.

RogerN wrote:
Upon further investigation, it looks like the Flower Spiral quadrant type has several duplicated system coordinates. For example, there are multiple systems with the coordinates (39, 23).
Hmm... guess I broke my script at some point. Smiling

Maybe the generator should complain if it encounters such a mod bug?


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2007-12-02 18:38.

I just updated the zip file (link is the same) with a couple of minor fixes:

* You can double-click a system in the Quadrant View to edit it.
* Mod names are loaded from Mod_Definition.txt
* BUG FIX: Manually added systems had ambiguous planet names (e.g. Planet X) because the system name wasn't generated until after the planets were created.

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Captain Kwok's picture
Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Captain Kwok on Sun, 2007-12-02 22:42.

I knew someone would eventually do this. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Deathstalker's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Deathstalker on Mon, 2007-12-03 00:33.

I feel dumb. But I still can't get this program to compile a map I create. I've even followed the suggestion of copy/pasting all the mod files into the base seV folders and it still won't compile. I'm using the latest version of the Balance Mod. This program is beautiful, I'd love to get it to work.

The error message is basic, can't load blah blah file (the map.txt), fixed other errors like it couldn't find the main strings file by the copy/paste. Now of course I can't get even base seV maps to compile).

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2007-12-03 08:32.

Deathstalker wrote:
The error message is basic, can't load blah blah file (the map.txt), fixed other errors like it couldn't find the main strings file by the copy/paste. Now of course I can't get even base seV maps to compile).

If you think it might be a bug then send me the saved map (zipped please, they are quite large) and let me know what mod you're trying to use. My e-mail address is rogercnorris at gmail.com.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Mon, 2007-12-03 14:19.

So is this able to handle mods like this one?

http://spaceempires5.com/en-US/node/3821

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Non-Terrestrial on Mon, 2007-12-03 14:47.

YES, my hero Smiling

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Alnor on Mon, 2007-12-03 15:38.

Gives me a "failed to load selected mod" when I try to load any mod...
Any suggestions?

"For those who seek perfection, there can be no peace this side of the grave"

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Romulus68's picture
Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Romulus68 on Mon, 2007-12-03 15:58.

Alnor wrote:
Gives me a "failed to load selected mod" when I try to load any mod... Any suggestions?

"For those who seek perfection, there can be no peace this side of the grave"

Make sure you Download .NET Framework

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Alnor on Mon, 2007-12-03 16:26.

2 romulus: I have had .net framework, and to be sure, I have reinstalled it.. Nothing changed.

"For those who seek perfection, there can be no peace this side of the grave"

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2007-12-03 16:33.

Quote:
Gives me a "failed to load selected mod" when I try to load any mod... Any suggestions?

Are you using non-US regional settings by any chance? I forgot to make the program region-invariant.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Mon, 2007-12-03 17:05.

This is great!
I agree with the suggested changes/tweaks... and I have one more:
The Stellar Object drop down field in the System View needs to be wider... especially with the names of new planets that Fyron and I have been working on (i.e. trying to get working). I think the longest is 43 characters:
Planet Rock Hydrogen Vermilion Medium 01_01

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Vince278 on Mon, 2007-12-03 17:14.

An excellent idea but alas it does not run on my PC. I had .Net 3.0 and even tried installing the v2.0 on the above link but to no avail. Any more suggestions?

**Note: This is my first post here!!! Smiling **

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2007-12-03 18:25.

Vince278 wrote:
An excellent idea but alas it does not run on my PC. I had .Net 3.0 and even tried installing the v2.0 on the above link but to no avail. Any more suggestions?

Please send me the exact wording of the error message, or a screenshot. Use alt-printscreen to copy an image of the current window. My e-mail address is rogercnorris at gmail dot com.

Also, do you have a standard installation of Space Empires 5? I look at the install path which is stored in the registry in order to locate your SE5 folder.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Mon, 2007-12-03 18:34.

Why are the Conditions an integer ranging from 1-32?
I believe Conditions range from 0 to 1.5.

I find it hard to generate a random quadrant... especially if I've already generated one. It would be nice if there was an obvious "generate button" or something.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2007-12-03 19:35.

Quote:
Why are the Conditions an integer ranging from 1-32? I believe Conditions range from 0 to 1.5.

1-32? I was guessing that conditions should range from 1 to 5. If you see any values higher than 5 then I have no idea how they got there. If conditions should actually max out at 1.5 then that's a very minor change I need to make.

Quote:
I find it hard to generate a random quadrant... especially if I've already generated one. It would be nice if there was an obvious "generate button" or something.

Is there a problem with the "Randomize quadrant" button? It's just one click.

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HeberMagalhaes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by HeberMagalhaes on Mon, 2007-12-03 19:37.

Ive installed framework 2.0 and it still doesnt run. I dont receive any error message. The program runs for a couple of seconds and ten the process is terminated. Im a Steam user. Do you think this could be an issue? Perhaps the installation registry is different.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Mon, 2007-12-03 20:35.

RogerN wrote:
Quote:
Why are the Conditions an integer ranging from 1-32? I believe Conditions range from 0 to 1.5.

1-32? I was guessing that conditions should range from 1 to 5. If you see any values higher than 5 then I have no idea how they got there. If conditions should actually max out at 1.5 then that's a very minor change I need to make.


Make sure it is a float. Smiling

RogerN wrote:
Quote:
I find it hard to generate a random quadrant... especially if I've already generated one. It would be nice if there was an obvious "generate button" or something.

Is there a problem with the "Randomize quadrant" button? It's just one click.

Hmmm... I guess the problem is that the generation time is long for large numbers of stars (which is fine), but the interface remains active, and there is no indicator that it is processing.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2007-12-03 21:17.

HeberMagalhaes wrote:
Im a Steam user. Do you think this could be an issue? Perhaps the installation registry is different.

Ooh... I hadn't considered that. Yes, it's quite possible that the registry settings are different. Do you have the following entry in your registry?

HKEY_LOCAL_MACHINE\SOFTWARE\Strategy First\Space Empires V
Name: Install Path
Data: C:\Program Files\...

I think what I'll do is ask the user for the install path if it's not found in the registry. I can probably get a fix out tomorrow if that turns out to be the issue.

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HeberMagalhaes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by HeberMagalhaes on Mon, 2007-12-03 21:24.

Actually the registry is

HKEY_LOCAL_MACHINE\SOFTWARE\malfador machinations\Space Empires V

Thanks for the fix.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Vince278 on Mon, 2007-12-03 22:10.

Looks like I got the program to start. The problem was with the shortcut to my desktop. I'll play with it tomorrow and see if any issues develop or if I come up with any suggestions. Thanx. Smiling

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2007-12-03 23:23.

I just uploaded a new version (1.01). The download link is the same. This should (hopefully) fix the following issues:

- User will be prompted for the SE5 installation folder if it cannot be automatically located
- Neutral regional settings are used, which should hopefully fix any issues for non-US players

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Alnor on Tue, 2007-12-04 08:55.

Thats it. Thank you. Problem solved.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Vince278 on Tue, 2007-12-04 12:50.

I'm doing alright so far but have just a few questions:

1. How can I select the atmospheres of the planets?
2. Is there an easier way to select the appearance of the planet other than trial and error?
3. Is there a way to delete warp paths on the quadrant map?
4. How do I select specific special abilities for planets?

The following are probably outside of the scope of your program but would be nice (especially for setting up scenarios):

1. Designate ownership of a planet.
2. Add population and facilities to a planet.

Thanks again,
Vince Smiling

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Tue, 2007-12-04 13:37.

1. In the stock game, the relation of the planet names to their atmospheres isn't always clear.

2. See #1... and look in the pictures/planets directory for the portraits.

Also, after you place a planet, its type can be changed in the window on the far left, along with the minerals and stuff... just click the text.

3. When "add systems" if toggled off, the warp paths can be clicked and highlighted, then press delete.

4. The special abilities are in the far right window... and you can click on the word special ability after it is added and get a drop down menu. However, the drop down menus seems to be incomplete, and doesn't properly correspond to the Stellar Object type's abilities.

BTW, This editor is amazingly good for a first version... the problems are few compared to the usefulness.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Tue, 2007-12-04 14:35.

Quote:
1. How can I select the atmospheres of the planets?

Unfortunately it's just trial-and-error in this version. I have a possible solution for the next version, though. I can add a "Set Object Type" menu command which lets you specify various characteristics: physical composition, size, atmosphere, etc... It'll show you a preview of all the objects which match your criteria and then you can pick one to use.

I'm about to be out of town for a couple days, so an update isn't likely until the weekend.

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Tue, 2007-12-04 14:45.

RogerN wrote:
I can add a "Set Object Type" menu command which lets you specify various characteristics: physical composition, size, atmosphere, etc... It'll show you a preview of all the objects which match your criteria and then you can pick one to use.
That's pretty much how the SE4 map editor worked; it never even showed you the actual stellar object type names IIRC. Of course, you should still display the actual stellar object name somewhere, and allow a way to specify it manually for mod testing purposes and such, but it shouldn't be the "default" mode of usage.


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HeberMagalhaes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by HeberMagalhaes on Tue, 2007-12-04 15:16.

Im getting "Unhandled exception has occurred in your application."

"Object reference not set to an instance of an object"

I will email RogerN the error message.

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Tue, 2007-12-04 16:23.

Another neat feature might be to add a hook for FQM, which optionally runs the solar_systems.py script before generating a quadrant. There are a number of quadrants with fixed system locations in the mod (and diamond in stock), which unfortunately have to have fixed system types as well, due to how SE5 is structured. When the mod generation script is run, the types are randomized (according to set rules). Thus, it is technically best to run the mod script before making a Spiral or Diamond map.

Having this integrated in the map editor, mostly behind the scenes, would be really cool. It would have to check for the existence of Python on the system, naturally. Rather than hard-code script locations and such, we could hash out a settings file format, for inclusion in mods, which would specify the location of such scripts, as well as the runtime to use. Ideally we could stick this in the Mod_Definition file, below the END line.


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Tue, 2007-12-04 16:37.

Quote:
There are a number of quadrants with fixed system locations in the mod (and diamond in stock), which unfortunately have to have fixed system types as well, due to how SE5 is structured.

Oops! Due to an oversight, Genesis does not respect the specified system type for fixed locations. The good news is that everything gets randomized, so you don't always end up with the same system types. The bad news is that it technically isn't working right Smiling

It will be easy to fix in the next version. You can always use the "Randomize system(s)" button to randomize one or more selected systems. So even if the system types are fixed in the quadrant definition, you can randomize them with just an extra click or two.

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Tue, 2007-12-04 18:28.

That won't follow the carefully-designed rules for system chances set up by the modder, though.


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Tue, 2007-12-04 18:59.

Fyron wrote:
That won't follow the carefully-designed rules for system chances set up by the modder, though.

The "Randomize system(s)" button already uses the system chances for the selected quadrant type.

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Wed, 2007-12-05 00:25.

Good to know. Does it reroll everything, including locations, or does it just randomize what each system is, leaving them in place?


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Wed, 2007-12-05 09:02.

Fyron wrote:
Good to know. Does it reroll everything, including locations, or does it just randomize what each system is, leaving them in place?

"Randomize system(s)" works on the selected systems. It rerolls the system type (using the chances defined by the selected quadrant type) and then regenerates the system contents (planets, storms, stars, etc...).

Or, if you have a specific system type selected (instead of the default "Random" type) then all of the systems will be assigned to the selected system type. Their contents will be randomized accordingly.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Vince278 on Tue, 2007-12-11 18:17.

No more major issues so far. Looking forward to the next update. Smiling

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by evilhamburger on Mon, 2007-12-17 00:09.

Fantastic program!!!!

Great work, it must have taken ages!

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Qcontinuum on Wed, 2007-12-19 10:06.

Thank you very much RogerN for your excellent program.
I like especially the possibility to add sphere- and ringworlds to maps.
May I suggest two improvements:
1.) Add a minimum distance between systems. Now systems can lay adjacent to each other, which makes their selection in the small quadrant map of SE V quite inconvenient.
2) If possible a zoom for the system view, which allows to see the entire system in the window of your program, would be very handy.

May be I am not the only one who had to learn from mistakes:
If you use mods, you must overwrite the stock data folder (after you made a backup) for the map compilation. If you just replace the folder, the map compiler will not work as some of the necessary files are not present (at least in the Balance Mod data folder).

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Wed, 2007-12-19 12:12.

Note that the next patch (whenever it comes out) will make the map compiler support mods.


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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Wed, 2007-12-19 17:45.

I've just posted a new version. I didn't get to all of the requests yet, but I tried to take care of the major ones before I leave for the holidays. The link at the top should still work.

* Stellar object types can now be selected visually. The lists have filters appropriate for each object type. For example, planets are filtered by atmosphere, size, composition, etc...

* The system view window is now centered for those with huge monitors

* If you have an earlier version of SE5 installed (prior to 1.65) then Genesis will automatically move files to compile maps for a mod. For SE5 versions 1.65 and later, Genesis does nothing. The new map compiler lets you select a game type.

* A mod-related crash at startup has been fixed (I hope)

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Santiago on Wed, 2007-12-19 18:44.

"A mod-related crash at startup has been fixed (I hope"

I hope this has been fixed as well. It seemed hit or miss as to which mods would work and which would crash.

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Rilo57's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Rilo57 on Thu, 2007-12-20 14:23.

RogerN, where are you posting your updates?
SEV, more than a feeling.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Thu, 2007-12-20 14:30.

The updates all use the link in the original post... RogerN just replaces the file.

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Rilo57's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Rilo57 on Thu, 2007-12-20 15:03.

RogerN You need to put a version number on the download file. For instance, you hold the cursur over the file and it says it's going to download Genesis_v1.2.zip, then there wouldn't be any question what version of Genesis i'm getting.

Otherwise though great work, my abilities are punny in comparison. :}

SEV, more than a feeling.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Thu, 2007-12-20 17:28.

I really like the Find function in the system view... very nice. And the width of the drop down next to it is much better.

I think the big outstanding issue is the Stellar Abilities available for the objects do not properly correspond to that Stellar Object type's possible abilities.
People making FQM maps are going to want to add Facility Storage modifiers, etc.

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Arkonide's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Arkonide on Fri, 2007-12-21 21:00.

Hi,

I´m having a serious problem.

When I start a game with a map created by Genesis, I can´t see any stellar objects. I created a empire with the ancient race trait and checked other systems. I can´t see any stars, planets, storms or asteroids. In some systems I can see a warp point, in others I can´t and when I can see, the warp point is positioned in the vertex between 3 hexes.
The only thing showing is the hex grid, highligthed in red where the stars should be. If I click, the planets and stars are there, I can see their information window in the bottom of the screen, but nothing in the system view.

Has anyone seem something like this?

It happened with maps created in Balance Mod 1.11 + FQM and on stock as well. When I start a game with random, normal maps (create in the usual way), everything is normal.

I would appreciate any help! Thanks.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Fri, 2007-12-21 21:32.

Quote:
I can´t see any stars, planets, storms or asteroids.

Please send me both the compiled map (preferably for Stock, just so I can be sure it's not a mod-specific issue) and the uncompiled version. I can try to produce it here and see what happens.

So far, though, I've never seen anything like that. I have no idea what's going on.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Sat, 2007-12-22 12:42.

I don't know about everyone else, but the number of deadly planets seems a bit high.
Anyone think a Random(0,0.5)+Random(0,0.5)+Random(0,0.5) curve would work better?

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2007-12-23 14:41.

I just noticied that myself, actually. Your formula is a good one - nice bell curve instead of a totally random distribution.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Sun, 2007-12-23 16:21.

Actually, I think the decimal places might be skewing it... since there is a lot of results between 0.0 and 0.1... and no space between 0.5 and 0.5
Maybe three random integers between 0 and 5 added together and then divided by 10 with a float result?

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Tilarium on Tue, 2007-12-25 00:53.

I'm loving the functionality of this program, so nice to beable to make maps. I've noticed the large amount of the bad planets though. Another thing I noticed (which I know has no actual effect in the game) is that I'm getting ALOT of planets with their temp in the rather high range... by rather high mean up to the highest I've noticed so far of 800. I do like how ice planets get a negative in their temp though! I haven't noticed rock and gas giant planets getting a negative in the temp, so that's alittle odd. Anyone, like I said first off... excellent work, very very very excellent work!

Kyle

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Tue, 2007-12-25 11:04.

I've always been confused as to the scales used for temperature, radiation in SE5... but I have always assumed gravity is 1 = Earth (medium sized).

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Tanan Fujiwara on Tue, 2008-01-01 13:25.

Happy New Year to you all!!!!

First of all I would like to say that this editor tool is just brilliant RogerN... great job!!!

But I don't know if I'm doing things right... I manage to compile the map and load it in the game, but the systems are void of any objects in the hexgrid, and the central hexes where the star should be are dark. Upon taking a closer look, (zooming in and moving to the edge of the system), I can see planets and warp points in the distence outside the hex grid????

What can I do???

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Tilarium on Tue, 2008-01-01 14:38.

There was something else I noticed, not major, but if you could look into it. It doesn't name things right, planets, astroids, and stars. With planets it doesn't take moons into account. Not anything major, like I side, just alittle something I've noticed. Still loving the editor, makes life so much better!

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Tanan Fujiwara on Thu, 2008-01-03 23:04.

Well, I think I've just found out how to solve the problem of the missplaced stars and planets... I just read it in another threat regarding map compilator issues.

It seems that if your regional settings are not set to "English - US" before using the map compiler it causes alterations to the map archive that it generates. With regional settings US the maps compile just fine and the problems are gone.

Cheers!!!

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Arkonide's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Arkonide on Fri, 2008-01-04 16:00.

Tanan Fujiwara wrote:
With regional settings US the maps compile just fine and the problems are gone.

Cheers!!!

Thanks for saying that Fujiwara. It worked with me as well. Now I can create the Solar System!

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Tanan Fujiwara on Sat, 2008-01-05 05:31.

Yeah me too Arkonide!!!

I like playing terran cultures, but you just don't get the right feeling starting in a different solar system with an earth at 130º and surrounded by unknown planets...

Now, if I could just figure out how to make my dorn races start in the right planets I would be thrilled...

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Arkonide's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Arkonide on Sat, 2008-01-05 10:50.

Or with gravity 1.78...

Without the solar system, I pretended that I was playing with human colonists or that the solar system had been destroyed. But it is much better to start in the solar system! I believe that I can copy the description in the genesis file and add the solar system to other maps, without need to make everything again. Befre you compile the file of course.

I got some information about gravity and temperature of our planets and a few moons in NASA website and I made the whole system. But I haven´t figured out a way to start in Earth. I don´t think there is a way at this moment. So I´m starting in a neighbour system and as soon as I colonize Earth I will pretend I started there. The only problem is the population, it will take some time to have a few billion in Earth.

I´m playing two games now. The other one, with the BSG mod, doesn´t have this problem, since I am playing with one of the colonies. Smiling

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2008-01-20 15:22.

I just updated the program. The link is still the same (I'll start using version numbers next time, I promise Smiling). This update is just a very minor change: planet conditions are randomized using more of a bell curve, to reduce the number of deadly planets.

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MasterChiToes's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by MasterChiToes on Sun, 2008-01-27 13:05.

This version also lost some of the previous changes... the planet selector popup is gone and the width of the stellar object drop down is too skinny again.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2008-01-27 15:14.

MasterChiToes wrote:
This version also lost some of the previous changes... the planet selector popup is gone and the width of the stellar object drop down is too skinny again.

Oops! So sorry I didn't catch that. I actually applied the changes to an older version of the source code. The correct version has now been uploaded.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Blackhammer on Mon, 2008-02-11 01:47.

Eeeeks okay... i may be a little slow

but for some reason i can not get SE V to recognize the files your generator puts out

they're being saved as a txt file for some reason

any ideas for me to get around this?

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Mon, 2008-02-11 08:41.

Blackhammer wrote:
Eeeeks okay... i may be a little slow

but for some reason i can not get SE V to recognize the files your generator puts out

they're being saved as a txt file for some reason

any ideas for me to get around this?

You must compile the maps before SE5 will load them. There is a shortcut to launch the map compiler from the File menu of my program. After the map compiler has finished, copy the .map file it creates into your SE5\Maps folder.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Blackhammer on Mon, 2008-02-11 23:57.

Tahnk you very much
knew there was some minor step i was forgeting Laughing out loud

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by OLt. Lib on Sat, 2008-02-16 10:30.

First of all, thank you, RogerN, for this great map editor!

As far as I am able to tell right now it works very well, with just one little exception: I had to reinstall SE5 with English as language (German caused an error, the message was saying it has not been able to load the Standard SE5 Mod).

So far I could rather generally edit a solar system to show Sol's sun, planets etc. The only thing left for launching me into SE5-Heaven is the lack of being able to actually let my empire start with Earth/Terra as it's homeworld. After loading the generated map and indicating Sol as starting system SE5 generates a whole new planet within Sol naming it Sol XII or alike.

I had a short look at scripting but so far haven't found anything I could recognize as possibility for a script that would make my Empire start on Earth/Terra (of course I had only a very short look). So if anyone could give me a hint (even if I should ask in another topic Eye-wink ), I would be very happy, and, of cource, by then entirely addicted to this game Smiling !

PS: sry for crude English, I am not a native speaker...

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Thu, 2008-03-20 19:46.

New download link! The old link will no longer work. Download Genesis 1.04

Changes for this version:

* Systems which are common start positions (IsCommonStartPosition = TRUE) are drawn with a red outline on the quadrant map and on the mini-map.

* Planet conditions use a different distribution so that there are more mild planets and less unpleasant ones.

* Planet naming scheme has changed slightly; instead of "Planet Malfador V" the name will be just "Malfador V"

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Sun, 2008-03-23 11:19.

Cool! Smiling

Now to sit back and wait patiently for it to support stuff like my asteroid mod. Smiling

http://spaceempires5.com/en-US/node/3821

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by AndreyKl on Sat, 2008-04-05 16:00.

Very interesting map maker. I hope you will continue working under it.

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Mod Designer

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Fyron on Sat, 2008-04-05 22:45.

Strangely I didn't have this on SEnet... anyways, here is a more stable link. Smiling

http://home.spaceempires.net/downloads-details-712-Genesis_-_SE5_Map_Editor.html#dldetails


SpaceEmpires.net | Space Empires Wiki

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Tue, 2008-04-15 08:28.

Hmm... would this be able to work with a mod that completely replaces all of the planetary objects? Especially one that uses a smaller number of said objects?

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Tue, 2008-04-15 08:35.

marhawkman wrote:
Hmm... would this be able to work with a mod that completely replaces all of the planetary objects? Especially one that uses a smaller number of said objects?

It ought to. None of the planetary objects are hard-coded; the editor reads them from the data files, just like SE5. In fact, Fyron's Quadrant Mod already replaces most, if not all, of the planetary objects. It works fine with the map editor.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Tue, 2008-04-15 08:43.

Cool! Smiling

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Realtime on Tue, 2008-04-15 08:47.

Quote:
First of all, thank you, RogerN, for this great map editor!

As far as I am able to tell right now it works very well, with just one little exception: I had to reinstall SE5 with English as language (German caused an error, the message was saying it has not been able to load the Standard SE5 Mod).

So far I could rather generally edit a solar system to show Sol's sun, planets etc. The only thing left for launching me into SE5-Heaven is the lack of being able to actually let my empire start with Earth/Terra as it's homeworld. After loading the generated map and indicating Sol as starting system SE5 generates a whole new planet within Sol naming it Sol XII or alike.

I had a short look at scripting but so far haven't found anything I could recognize as possibility for a script that would make my Empire start on Earth/Terra (of course I had only a very short look). So if anyone could give me a hint (even if I should ask in another topic ), I would be very happy, and, of cource, by then entirely addicted to this game !

PS: sry for crude English, I am not a native speaker...

Has this question ever been resolved/answered?
Looks like this program could solve one of the major shortcomings of this game.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Tue, 2008-04-15 08:50.

A possible workaround would be to do the solar system, but leave out Earth.

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Tue, 2008-04-15 11:19.

Realtime wrote:
Has this question ever been resolved/answered? Looks like this program could solve one of the major shortcomings of this game.

You cannot specify a starting planet (AFAIK), either with scripting or with map editing. The game appears hard-coded so that a brand new planet is always created for each race at the beginning of the game. I have not seen any script functions which might be related to creating the homeworlds.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Realtime on Tue, 2008-04-15 13:40.

Thanks RogerN for the reply.
Oh well. Maybe Aaron will get around to un-hardcoding someday or even make a map editor like SEIV had.
And no offense to you, your efforts are excellent in what you have accomplished. Just does not quite work for me.

And it is me, I've become a very narrow minded gamer. (I'm not a narrow minded individual however)
I should have become a computer programmer instead of an Aerospace Engineer, I'd be writing a game that suits my vision.
I'me 56 this thursday and have been wargaming since the 70's. I still have copies of the original "Reach for the stars" in 5 1/4 floppy, and "Master of Orion" 3 1/2 disks.
Sci fi makes for some of the best strategy gaming. I've just become a fan of more "Hard core" style of Sci-Fi and less of "Space Opera" style of gaming. Don't get me wrong space opera is fun gaming, just not for me.
I'm a buff of Game Designer Workshops "Space 2300" role playing Sci-fi. Very good science based gritty sci-fi. I wanted to mod SEV to replay the "First bug war" with the Kafers. The Warp point system of movement can be manipulated to appear like the FTL system used in Space 2300. I haved been modding the graphics extensivly for a better Hard Sci fi feel with all the planet pictures and some of the associated text files. Figured out how to reduce the size of the stars and planets in the main 3-D display window, much better scaling.
So I'll just keep waiting and see what develops here...
Again thanks for your efforts

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Sat, 2008-04-19 13:57.

BTW would this work with a mod that had 6 atmosphere types and six planet types, but only six combinations of the two?

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RogerN's picture

Re: .: Released :. Genesis - SE5 Map Editor

Submitted by RogerN on Sun, 2008-04-20 07:08.

marhawkman wrote:
BTW would this work with a mod that had 6 atmosphere types and six planet types, but only six combinations of the two?

At the moment I don't think that'll work. The map editor does not yet support custom atmosphere types. It's possible to add that feature, however.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by Santiago on Sun, 2008-04-20 18:31.

It would be very nice if that feature was added in.

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Re: .: Released :. Genesis - SE5 Map Editor

Submitted by marhawkman on Mon, 2008-04-21 10:31.

Ah, well I guess it doesn't really need it.

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