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Accueil » news » forums » Space Empires V » Space Empires V General

Building Sphere World without collateral damage

Soumis par jjse le Sam, 2007-09-29 16:35 Space Empires V General

I have a system with a star and a bunch of asteroids floating around it, and I would like to build a sphere world in the center. How would I go about modding my game so the creation of the sphere world does not wipe out everything within 6 sectors? It seems most asteroids are located exactly at 6 sectors and I'd prefer to keep them.

Thanks if you can help.

‹ Unable to target Satellites. Warp point of variable intensity (instable) ›
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Re: Building Sphere World without collateral damage

Soumis par Qcontinuum le Dim, 2007-09-30 00:57

Change this in the component.txt file:

Name := Sphere World Placement Generator
Description := Provides the gravitational matrix needed to assemble a sphere world.
Picture Number := 83
Maximum Level := 1
Tonnage Space Taken Formula := 1000
Tonnage Structure Formula := 1000
Cost Minerals Formula := 60000
Cost Organics Formula := 90000
Cost Radioactives Formula := 90000
Supply Amount Used Formula := 1000
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Technological
General Group := Stellar Manipulation
Custom Group := 0
Number Of Requirements := 8
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 20 in Stellar Manipulation.
Requirement 1 Formula := Get_Empire_Tech_Level("Stellar Manipulation") >= 20
Requirement 2 Description := Sphere World can only be built if there is a single star in the solar system.
Requirement 2 Formula := TRUE
Requirement 3 Description := No other stellar constructions can be present in the solar system.
Requirement 3 Formula := TRUE
Requirement 4 Description := No colonies or can be present within 2 sectors of the star.
Requirement 4 Formula := TRUE
Requirement 5 Description := No vehicles other than those carrying required components can be present within 2 sectors of the star.
Requirement 5 Formula := TRUE
Requirement 6 Description := All planets, asteroids, and storms within 2 sectors of the star will be destroyed.
Requirement 6 Formula := TRUE
Requirement 7 Description := Any warp points within 2 sectors of the star will be moved.
Requirement 7 Formula := TRUE
Requirement 8 Description := All vehicles containing Placement Generator, Gravity Plating, and Hyper-Dense Cables will be used to build the Sphere World.
Requirement 8 Formula := TRUE
Number Of Abilities := 4
Ability 1 Type := Constructed Planet - Create
Ability 1 Description := Sphere World Placement Generator can create a Sphere World around a star. Must be placed on a ship that has movement.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 2
Ability 1 Amount 2 Formula := 2
Ability 2 Type := Constructed Planet - Requirements
Ability 2 Description := Must have [%Amount2%]kT of Gravity Plating present at location.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 20000
Ability 3 Type := Constructed Planet - Requirements
Ability 3 Description := Must have [%Amount2%]kT of Hyper-Dense Cables present at location.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 2
Ability 3 Amount 2 Formula := 20000
Ability 4 Type := Constructed Planet - Clear Radius
Ability 4 Description :=
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 2
Ability 4 Amount 2 Formula := 20000
Weapon Type := None

This reduces the cleared radius to 2 instead of 6 hexes.
However you should adapt all descriptions for the sphereworlds in the StellarObjectTypes.txt file too with these two lines changed:

Hex Size := 3
Blocked Hex Radius := 2

And last you have to adapt the XFileClasses_Stellar.txt file with something like this:

Name := Sphereworld
XFile := Sphereworld.x
Override Texture Filename :=
Base Model Radius := 60.0
Starting Rotate X := 0
Starting Rotate Y := 0
Starting Rotate Z := 0
Starting Scale X := 50
Starting Scale Y := 50
Starting Scale Z := 50
Starting Position Offset X := -2
Starting Position Offset Y := -50
Starting Position Offset Z := 100
Continual Rotation Vector X := 0
Continual Rotation Vector Y := 0
Continual Rotation Vector Z := 25
Continual Rotation Speed := 0.0001

I made the last change after try and error to get the placement and rotation of the sphereworld over the center of the initial star. Somebody certainly can give you a more precise information about the exact values needed for this entry.

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Re: Building Sphere World without collateral damage

Soumis par jjse le Dim, 2007-09-30 02:24

Many thanks. I would never have figured out all that. I do have a follow up question. I modified Components.txt and StellarObjectTypes.txt, but left XFileClasses_Stellar.txt as is. I don't mind the larger sphere. Would that cause any problems?

Thanks again.

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Re: Building Sphere World without collateral damage

Soumis par Qcontinuum le Dim, 2007-09-30 07:14

It would just hide anything that is beneath the large sphereworld in the system view. Not very practical, but I didn't see any major other problems.

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Re: Building Sphere World without collateral damage

Soumis par rditto48801 le Dim, 2007-09-30 16:27

Since a Sphere World is going to need massive amounts of materials to make, it makes sense if it used up all stuff in the radius.

FYI, I made a Sphere World in a heavily populated system, and I had 28 BILLION people I had to move off of a few large and huge planets.
So, despite loosing everything in 6 sectors of the star, I still more than doubled the effective population and facility capacity I had before. (capacity for 64 billion people and 200,000kt facilities)
If you build a Ring World or Sphere World, worrying about now comparably 'small' things like asteroids seems like a minor concern.

Judging by "Mount Fist of God" in the Ringworld setting (game I got, Return to Ringworld, based on a book of someone named Nivel iirc), keeping ANY sort of largee rocks (or planetary bbodies for that matter) anywhere near a Ring/Sphere World is typically a bad thing.

Also, what happens to the game if it ends up with TWO 'celestial bodies' in the same sector?
Can the game safely handle an asteroid field/planet IN the Sphere World occupied areas?
Wouldn't that be the same as having a planet and asteroid field or two planets occupying the same space?
Or could it possibly cause unforseen problems?

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Re: Building Sphere World without collateral damage

Soumis par rahlubenru le Mer, 2007-10-03 01:22

it can handle the planet in an asteroid field

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Mod Designer

Re: Building Sphere World without collateral damage

Soumis par Fyron le Mer, 2007-10-03 12:36

You tend to get a lot of model clipping in the display of the objects, but the game engine is ok with multiple stellar objects in the same hex.


SpaceEmpires.net | Space Empires Wiki

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Re: Building Sphere World without collateral damage

Soumis par jjse le Mer, 2007-10-03 23:58

Thanks everyone. It works. The squares inside the Sphere World is completely obscured by the Sphere...which in a way is perfectly logical. Lets hope Georgi and Scotty can get the Enterprise outta there.

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Re: Building Sphere World without collateral damage

Soumis par marhawkman le Sam, 2007-10-06 02:15

Yeah.... You can't see squat inside a sphere. You can't even see the sun.

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Re: Building Sphere World without collateral damage

Soumis par gnosis le Sam, 2007-10-06 05:15

Thanks for the very detailed changes!

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Image de exelsiar

Re: Building Sphere World without collateral damage

Soumis par exelsiar le Sam, 2007-10-06 09:02

I was toying around with these changes on a full tech game yesterday, must say i loving being able to have a smaller sphere, so cheers Laughing out loud
tis just a shame that the game is hard coded to only allow spheres in systems with 1 star.. yes yes i know they would probably collide, but i like pushing physics to breaking point.. makes things 'interesting' Eye-wink
_____________________

Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service

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Re: Building Sphere World without collateral damage

Soumis par Sotho Tal Ker le Sam, 2007-10-06 11:09

I don't know but you could probably destroy all stars in a system, leaving it empty, then creating a star in the middle and build a sphere around it. :x

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