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

Setting Player Starting Locations to a Specific Planet?

Image de Noble713
Soumis par Noble713 le Ven, 2007-11-30 10:47 SE:V MODs

I made a map with Ergie's Map Creator, compiled it, and took it on a test run in my mod. Since I've only finished about half of the map, I picked the systems where I wanted my two races to start so they wouldn't end up in the unfinished parts.

Here are the two problems I encountered:
1. The game generates an entirely new planet and adds it to the system instead of placing the race on a pre-existing world that is suitable. This means the races end up starting with immediate access to a second perfect planet, not to mentioned making my naming efforts useless (humanity should start on Earth, not some totally unknown Sol XV).

2. The game assigns races to start locations randomly. There is no way to have Race 1 always spawn at Start Location 1, Race 2 at Location 2, etc.

We've always had mediocre support for creating set-piece scenarios, but now we've even lost some of the functionality we had in SE4's map editor. Anyone have ideas on how to return the planet and race-specific start locations that we had in SE4?

‹ GidMod Concept: Industry... No Engine Sounds ›
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Image de Psieye

Re: Setting Player Starting Locations to a Specific Planet?

Soumis par Psieye le Ven, 2007-11-30 12:15

I can only suggest workarounds - create a scenario after you rename everyone's starting planets with appropriate names. Would suck if you also had to make every race have the same atmosphere/starting_colony_type just to make sure they have the right planets around them. But hitting 'start game' numerous times until you got the random roll right (to save in scenario) sucks as well. At least you can start the game at Year 2399.9 to give one turn to make this change before saving the scenario.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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