My Expansion |
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.
Re: My Expansion
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 
Re: My Expansion
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.
A way?
What about invisible storms? make storms that drain supply when a ship enter sthe hex and has a 100% chance of working.
Re: A way?
Ouch.
Re: A way?
Re: My Expansion
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...
Re: My Expansion
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! 


Re: My Expansion
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.
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I'll make one later.
Re: My Expansion
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.
Re: A way?

Re: My Expansion
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.
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I'll make one later.
Re: My Expansion
Starting/researched tech areas are stored in the empire file. Changing the TechAreas.txt file around thus messes this data up to no end.




Re: My Expansion
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.)