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

Sad...

Submitted by Sinapus on Mon, 2006-09-25 03:00. SE:V MODs

I just have the demo and I already want to mod the game further. Smiling

In SEIV I have a personal mod with elements taken from some other mods (like Proportions) and glancing at the stats for things like facilities I've noticed some differences.

Like, it looks like facilities now upgrade some stats based on level and not to a different entry on the list. Which makes my mod more difficult to emulate. For example, the main resource extraction facilities would gain more abilities after level 3 (since I figured there should be a reward for researching those tech areas up to lvl 9). Mainly cargo space, some phased shielding, some ability to generate the other two resource types (much lower than the main resource type) and some component repair ability. I'll have to see if there's a way to trigger newer abilities after a certain amount of levels, or just make the ability so low as to be negligible until you get enough levels in a particular resource.

I am also hoping there's a way to make a custom facility that is only buildable on the homeworld so I can make a version of the proportions Cultural center in this game.

Okay, enough rambling.

‹ Praise to Malfador unique or racial technologies ›
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Captain Kwok's picture
Mod Designer

You can still mod that!

Submitted by Captain Kwok on Mon, 2006-09-25 05:42.

The formulas are flexible enough so that you can have certain abilities kick in after X levels etc.

You'll be happy to know that there is a data file called StartingHomeworldFacilities.txt that allows you to specify what a homeworld starts with...

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Space Empires Depot | Space Food Empires!

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Good to hear

Submitted by Sinapus on Mon, 2006-09-25 08:21.

Captain Kwok wrote:
You'll be happy to know that there is a data file called StartingHomeworldFacilities.txt that allows you to specify what a homeworld starts with...

I noticed that file, but am not sure if it will place those items regardless of available tech or only if the player starts with the correct technologies. I'm hoping it will place the facility regardless of tech level so I can then make a facility that is not available by research and have all the players' homeworlds start off with them and then be unable to build them again.

Of course, in SEIV I wasn't able to do this and had to edit the facilities file, start a game, quit, re-edit the facilities file to make the "cultural centers" unavailable and then play on.

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Mod Designer

You most likely wont be able

Submitted by LordHavoc on Mon, 2006-09-25 09:20.

You most likely wont be able to do this in the demo but in the full game. You might be able to add a racial trait that limits it to only those that have it.

You're lord and master (below foamy) LordHavoc

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Captain Kwok's picture
Mod Designer

Might be possible

Submitted by Captain Kwok on Mon, 2006-09-25 10:30.

You might be able to achieve that by making them unavailable from any tech and then calling them in the homeworld starting facilities file - it might let you get away with placing them.

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Hope it is possible.

Submitted by Sinapus on Tue, 2006-09-26 21:46.

Captain Kwok wrote:
You might be able to achieve that by making them unavailable from any tech and then calling them in the homeworld starting facilities file - it might let you get away with placing them.

I'll have to get the game and test it out. Starting with one facility entry and then see if it appears. Smiling

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Re: Sad...

Submitted by Jozsf on Mon, 2008-07-14 06:10.

What if you start with more then 1 Homeworld? The Homeworld colony type can be manually entered.

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Re: Sad...

Submitted by marhawkman on Mon, 2008-07-14 09:04.

I've noticed that starting facilities ignore racial traits, but they do seem to follow techlevels. So to get it to work you'd have to have the technology to build it. Now it will put it there even if you can't build it assuming you have the tech to build it.

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Re: Sad...

Submitted by Tilarium on Mon, 2008-07-14 22:01.

So make a tech with no branch offs to other techs, set it so that the tech is one of the ones you start with, make the facility, make it so the facility requires the new tech, add the facility to the startinghomeworldsfacility.txt?

Sounds simple enough... one question... how do I adjust the starting techs? I want NOBODY to have ANYTHING! Want a ship? LEARN THE TECH! Mwaaaahaaaahaaa Kwok/Aaron/Fyron is the BM AI smart enough to do that?

Kyle

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Re: Sad...

Submitted by marhawkman on Mon, 2008-07-14 23:55.

there's a txt named homeworldstartingfacilities or something like that.

you can adjust the starting techlevels I forget what file that is.

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Mod Designer

Re: Sad...

Submitted by Fyron on Tue, 2008-07-15 00:55.

This thread is almost 2 years dead, guys..


SpaceEmpires.net | Space Empires Wiki

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Re: Sad...

Submitted by battlespud on Sun, 2008-07-20 21:58.

yeah... and anyway, the bottom line

Use startinghomeworldfacilities.txt to place the appropriate facilities on all starting planets. This IGNORES tech, ive done it. i made it so the facility required temporal tech lvl 101 while the highest availible was only 100. it worked. you can increase or decrease the amount of facilities on homeworlds as well in this file.

For starting tech, edit techareas.txt and go through and change the starting tech level line on whatever you want. the ai will hate you for it i guarentee.

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