Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 3 users and 114 guests online.

Online users

  • Wenla
  • Firzen_Zero
  • whitewolfmxc

Languages

  • English English
  • French French

Browse archives

« Juillet 2008  
Lu Ma Me Je Ve Sa Di
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

My Expansion

Submitted by trivium1 on Sun, 2008-03-23 01:57. SE:V MODs

ok, so i have modded my space empire a little and was working on a new little bit of it.

Idea: to make entire galaxy one humongous grid system with solar systems placed randomly throughout and have "floating planets" left drifting in empty space not near a star and every floating planet would have a technology on it.

my compromise:
i made each solar system about 50ish hexes wide around, and i made it so all the warp points would be at the edge so you'd have to travel a ways to get to another star system.

I wanted to put in some effect that would make any traveling past 16 hexes out cost double supply and movement to try to simulate distance better. Then for the floating planets with a random tech i have placed in the file that there should be planet at around ring33 with 1000% chance to have tech, rock/ice, no atmosphere, blah blah, planet set... when i create my galaxy the planets are all still in the middle. The system is about 50 hexes and i accomplished getting all the warp point on the outer edge...

I need help with the double movement and supply usage part because i cannot figure this out, oh, and making it so the "floating planets" actually start about 31-35 hexes out from the sun.

If anyone want me to send them my mod files my e-mail is:

or if you can tell whats wrong or how i can fix my little problems then thank you.

‹ Quick question... Can't find what to mod... Mod_Definition.txt : Allow Main Empires ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: My Expansion

Submitted by trivium1 on Sun, 2008-03-23 01:59.

i mean e-mail me and i'll send it to you right away... (What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

» login or register to post comments

Re: My Expansion

Submitted by dan3260 on Sun, 2008-03-23 16:33.

All the planets in every system will have to be changed to a higher ring number to make use of the larger systems. I have just done the exact same thing but I dont think my sectors are as large. Ring 20 is about the max in mine.

Anyway, if you update your mod to FQM, then you can use the python scripts included in it to do all that really tedious work automatically. It will allow you to generate a totally custom systemtypes.txt file and spread the planets out around the sectors a lot more.
I edited the script a bit to simply multiply the Ring number instead of converting it to a Co-ordinates system.

With the double movement points thing, you might be able to make a script that looks at the co-ordinates of a ship in a sector, so that if they go past a certain amount, the supply is doubled or an amount is added? But I think it is easier said thatn done Smiling

» login or register to post comments
Mod Designer

Re: My Expansion

Submitted by Fyron on Sun, 2008-03-23 17:47.

There is no way to make movement through specific hexes cost more than 1 point, or cost more supplies. There is no way to trigger an event function when a ship moves. All you could do is try to guess after-the-fact based on where the ship ended up. This would be rife with implementation issues, and not worth the trouble.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Mod Designer

A way?

Submitted by battlespud on Sun, 2008-03-23 19:39.

What about invisible storms? make storms that drain supply when a ship enter sthe hex and has a 100% chance of working.

» login or register to post comments

Re: A way?

Submitted by Vince278 on Sun, 2008-03-23 20:12.

battlespud wrote:
What about invisible storms? make storms that drain supply when a ship enter sthe hex and has a 100% chance of working.

Ouch.

» login or register to post comments
Mod Designer

Re: A way?

Submitted by Fyron on Sun, 2008-03-23 20:18.

How do you make a storm that drains supplies?


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: My Expansion

Submitted by edge1218 on Sun, 2008-03-23 21:37.

Seems that I recall that one of the events that can be triggered is a loss of supplies/cargo. Combine that with the new distance function that I believe is coming out with the next patch and you could achieve something like a supply adjustment.

I rather like the idea of the draining storm though...

» login or register to post comments
Mod Designer

Re: My Expansion

Submitted by battlespud on Sun, 2008-03-23 21:50.

HEHE
"we are entering the storm captain"
"{HELM BOY} "captain, im detectin flutucaion in te power grid!}
"{Captain} Hard to rior hex helm!!!!! its an invisible supply draining storm! Shocked
Sticking out tongue

» login or register to post comments

Re: A way?

Submitted by trivium1 on Thu, 2008-03-27 01:59.

I actually thought of the invisible storms before but then again i thought of how difiicult that would be placing it in every hex byond 16 hexes from the sun all the way to 50.

Ok...i have don'e pretty much all the tedious work already done. I have made the system, created planets specically gave the "floating planet" 100% tech chance, and put as ring 32, only time it is at ring 32 is when it happens to be my homeworld magically

and one more problem with my mod....my technology i made...
ok,so i added like 30 new tech's into my game, like after getting a lot of tech completed"im not going to say specific req" but you can now research "Tech tree level 2" this lead to scieces more stuff more powerful engines armor shield and weapons and some things i added personally, then after that i added "tech tree level three" if you get that far then this lead to 3 sciences Quantum shields, and my tech"Plausible Ether" which unlocks more stuff...

Problem...When i play the game i can inly research up to Tech level 2 and Super Weapons and Research all my weapon techs immediatly following level 2tech and not any of the other like 25. It won't let me research them...can anyone help me on that???

thank you so far for your support.

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

» login or register to post comments

Re: My Expansion

Submitted by trivium1 on Thu, 2008-03-27 02:08.

Dan, thanks for your input, only thing tho that i haven't tried is multiplying the ring number, the scrip would be a little tedious but not as much as i have already done with the game.i just wish i knew how to solve my tech problem...I've found this game very easy to edit to however i want but some thigns i stil dont get like the tech not being there when i play...doublesupply and movement would be....nice but i've decided to leave it normal..after all moving 30hexes to the wp then at the new solar sytem 30 more hexos before you find anything is kinda supply usage enough if you think about it but it does realize the true situation more, then of course i made a custom cluster galaxy reqlarge sytem, made stellar manip level 5-10 to give you wp creator...lvl1 1 ly 2=2ly etc to 5=5ly, then thats all you get till stellar manip 60ish... i made this for that map and no wp's so you'd truely have to explore and you could physically only explore withing the about 8 sytems in your cluster because between clusters is exactly 6ly+ i calculated. therefore until you get higher you cannot go outside those 8, then once you do it's all out war... of course this is played with several somputers i've alwayse ended up with another computer in my immediate system. i'm babbling,hope for a reply, thank you

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

» login or register to post comments
Lord Aries Greymon's picture

Re: My Expansion

Submitted by Lord Aries Greymon on Thu, 2008-03-27 03:06.

On the issue of your new tech not appearing.

Are you starting your game anew to test things? if so (You'll eventually need to do it) then are you using a pre-made empire? (as in, you've loaded a saved empire)

If so, make a new empire. I don't know why this effects anything, but it happened in a mod I'm making. I'd created a new branch tech, but it would never appear despite having all pre-requisites.
I made a completely new empire file, and lo! It appeared.

Again, I know not why this happens, merely that it does.

Best of luck to ye.
____________________
I'll make one later.

» login or register to post comments

Re: My Expansion

Submitted by marhawkman on Fri, 2008-03-28 07:32.

Yes I've learned the hard way, always start a totally new game/race whenever you change the tech tree.

Invisible storm would have another issue, the game automatically generates a message everytime you enter one.

Aries: I think it saves information on what techs are available in the race definition file.

» login or register to post comments
Mod Designer

Re: A way?

Submitted by Fyron on Fri, 2008-03-28 10:56.

trivium1 wrote:
I actually thought of the invisible storms before but then again i thought of how difiicult that would be placing it in every hex byond 16 hexes from the sun all the way to 50.
It's pretty trivial to do; a bit of math to figure out how many hexes are in each "ring", then a simple for loop script to write out the stellar object data for the system types. It would be really easy to modify the FQM scripts to do this. Eye-wink

marhawkman wrote:
Invisible storm would have another issue, the game automatically generates a message everytime you enter one.
Only if the storm has a damaging ability that affects the ship.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: My Expansion

Submitted by trivium1 on Sun, 2008-03-30 03:28.

Yes, every time i check i start a totally new game and have a totally fresh empire,the only thing that i load in is my .gsu file, i always refresh map to new and empire from scratch.

i also have learned from experience that loading one with a previous tech tree messes things up. i could explain why to. but... meh... still cannt figure out...

when you say sompletely new empire file...do you mean? umm... a new physicalfile as in pictures and stuff too? or just in game, i jsut make one in game every time i renew.

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

» login or register to post comments
Lord Aries Greymon's picture

Re: My Expansion

Submitted by Lord Aries Greymon on Sun, 2008-03-30 05:30.

I didn't realize that could be confusing, but yes, in-game empire file.

If I had to re-make all the Picture/.x/txt files every time, I'd go mad, and there'd be a computer shaped hole in the wall.
____________________
I'll make one later.

» login or register to post comments
Mod Designer

Re: My Expansion

Submitted by Fyron on Sun, 2008-03-30 11:06.

Starting/researched tech areas are stored in the empire file. Changing the TechAreas.txt file around thus messes this data up to no end.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: My Expansion

Submitted by trivium1 on Sun, 2008-03-30 17:10.

ok then/.i guess ima just pick the gam eback up and just fiddle around with it and see what i get sooo... ty... been trying to fix this problem for about a month now on and off when i'm not in school or at work...not much time but oh well... i'll see.

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

» login or register to post comments

Re: My Expansion

Submitted by trivium1 on Thu, 2008-04-03 01:12.

Ok, i figured it out....stupid me made to many technologies and one of my main ones that basically start all of them had one tiny mistake and it took me forever of sifting through each line to find the mistake. thank you for all the support though.

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • Cloaked Warp Points
  • Capturing suicidal colony ships of Balance Mod AI empires
  • Space Empires V 1.74
  • Space Empires V

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Freezing in simulator and ships dumping ordnance
  • Space Empire V LITE Mod 1.06
  • PBW now supporting SE5
  • Babylon 5 Wars SEV Mod Update
  • Medieval: total war 2 till game is fixed
(c) Strategy First, Inc. All rights reserved.