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

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

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

Rechercher

Qui est en ligne

Il y a actuellement 2 utilisateurs et 167 invités en ligne.

Utilisateurs en ligne

  • Bones
  • Raapys

Languages

  • English English
  • French French

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

Modding explorations

Soumis par adiuvat le Jeu, 2006-10-19 10:34 Space Empires V General

The first few replies to this thread reference an earlier and incorrect post, so they wont make much sense. Suffice it to say that:

Even though MainStrings.txt contains the information the fileparser uses to interpret the data files, you can't (AFAIK) profitably change MS.txt, because the game falls back on safety code (at least in the case of SystemTypes.txt).

What I tried, and didnt manage to make work, was to redefine the structure called "Chance Type". I did so in the sense that the parser didn't barf when the game generated, but the game ignored the tokens I added. Most probably this is due to hardcoding in the executable, but some remote chance exists that I just didn't find the correct places to change MS.txt, so you may have different results. I don't recommend bothering. A bug which led me to believe I had succeeded is that you can add entries to MS.txt's Datafile_CreationTypesSystem list, and this will allow you to add stuff to the data structure in SystemTypes.txt, but the game will only use your new type if you screw up the cut'n'paste and use "Any" instead of "OnlyHuge" as follows:

if you add


Datafile_CreationTypesSystem 63 := Chance Type [%ChanceNum%] Number of OnlyHuge Planet Sizes
Datafile_CreationTypesSystem 64 := [%OnlyHugeNum%]
Datafile_CreationTypesSystem 65 := Chance Type [%ChanceNum%] OnlyHuge Size [%OnlyHugeNum%] Type
Datafile_CreationTypesSystem 66 := Chance Type [%ChanceNum%] OnlyHuge Size [%OnlyHugeNum%] Chance

mimicing:

Datafile_CreationTypesSystem 6 := Chance Type [%ChanceNum%] Number of Any Planet Sizes
Datafile_CreationTypesSystem 7 := [%SizeNum%]
Datafile_CreationTypesSystem 8 := Chance Type [%ChanceNum%] Any Size [%SizeNum%] Type
Datafile_CreationTypesSystem 9 := Chance Type [%ChanceNum%] Any Size [%SizeNum%] Chance

The game will ignore your new token OnlyHuge entirely (but not complain when you stick it into the size types in ST.txt--it will just use "Any" instead)

..but if you pull a clever booboo like I did, and use


Datafile_CreationTypesSystem 63 := Chance Type [%ChanceNum%] Number of OnlyHuge Planet Sizes
Datafile_CreationTypesSystem 64 := [%OnlyHugeNum%]
Datafile_CreationTypesSystem 65 := Chance Type [%ChanceNum%] Any Size [%OnlyHugeNum%] Type
Datafile_CreationTypesSystem 66 := Chance Type [%ChanceNum%] Any Size [%OnlyHugeNum%] Chance

Now OnlyHuge will work, but it just replaces "Any", meaning you can't have OnlyHuge and OnlyTiny, for example.. the last one in your list overwrites all the previous ones. In this case that means any variable size/atmosphere/type probability fan can only be defined once. Too bad.

=====/=====
However, I also discovered you can just flat out delete any item you want from stellarobjecttypes.txt and the game will probably still be okay, if for example you want all tiny worlds to have no atmosphere (since gravity makes atmospheres possible, and tiny planets don't have much, durr).. you can.

It could be the game generator is more fault tolerant (ie you can delete things it needs and it kludges along) as a way of reducing bugs. Too bad, if it was explicit I could do some real neat things with it.

I also confirmed you may not use IIF in the chance entries, which sucks. Anything but a number in those entries and the game goes back to hardcoded pure random selection, which keeps you from switching atmosphere probabilities based on planet size, distance from the sun, etcetc. Tooo baad.

‹ Diplomacy messages to ai players ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Mod Designer

Cool, so my standard one can

Soumis par phalzyr le Jeu, 2006-10-19 11:03

Cool, so my standard one can now have no tiny planets, and others be totally different chance percentages. among other things for other files also Eye-wink. Nice find, copy.. paste... I'll have to make my systems types totally radical now Smiling. I had created a system type that had a sun in center (for sphere worlds etc) and no planets within six hexes so I would feel bad about making one, now I can just alter it to have medium max or small max and not feel as bad but also not lose much when losing those planets...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de matryx
Mod Designer

SEIV style moons?

Soumis par matryx le Jeu, 2006-10-19 11:13

Any idea if SEIV style moons can be re-introduced yet?
______________________________________________________
I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

SEIV style moons

Soumis par dun_Starscaper le Jeu, 2006-10-19 11:23

matryx wrote:
Any idea if SEIV style moons can be re-introduced yet?
The engine supports them (and they'll get named A,B, etc. properly), but it's buggy. The game will try to draw both planet and moons on the system map (which is a big problem if the planet has rings), and colonization icons will look funny. They'll also be next to each other in sector view, but since that also happened in SEIV I'm not sure whether to call it a bug.

To get SEIV moons, open SystemTypes.txt and replace any ocurrence of "Offset # Ring 2" with "Offset # Ring 1".

It's also possible to create red giants, protostars, and probably all the rest of the SEIV systems.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Any defined in Systemtypes.txt

Soumis par Captain Kwok le Jeu, 2006-10-19 11:45

Any is defined at the beginning of the systemtypes.txt file in a section that choose various percentages to be used for "any".

Mainstrings.txt is just a collection of all strings used in the game such as those for abilities etc. in order to make localized versions (ie different languages) - so I'm not sure what you doing there...?

-----

Space Empires Depot | Space Food Empires!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

really?

Soumis par adiuvat le Jeu, 2006-10-19 12:36

Captain Kwok wrote:
Any is defined at the beginning of the systemtypes.txt file in a section that choose various percentages to be used for "any".

Nope.. that is where any is implemented. The token "Any" is somehow recognized by the engine, and then given meaning in ST.txt as you say. But.. if I want to add another type of token, so I can have more than just "Any" or "Rock".. I'm proceeding under the assumption you can modify MainStrings.txt and get results on the engine, since I've made some changes that seem to show that. But.. maybe this stuff is just hardcoded and MainStrings.txt is a gigantic waste of space. If all it is is a localization file.. why is there stuff like:


Script_Parse 13 := 8
Script_Parse 14 := 9
Script_Parse 15 := true
Script_Parse 16 := false
Script_Parse 17 := .
Script_Parse 18 := +
Script_Parse 19 := /
Script_Parse 20 := *
Script_Parse 21 := ^
Script_Parse 22 := and
Script_Parse 23 := or
Script_Parse 24 := xor
Script_Parse 25 := not
Script_Parse 26 := =
Script_Parse 27 := ==
Script_Parse 28 := <>

in there? That looks like engine guts to me. Hence, without any kind of sdk telling me otherwise I suspect you can change at least some things in the engine by changing MT.txt.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Look at first entry block in Systemtypes.txt

Soumis par Captain Kwok le Jeu, 2006-10-19 13:01

The first entry block contains the "Number of Any Chance Types" entries. These are percentages that the game will use to generate the "any" entries in the systemtypes.txt.

It would appear you can create addition any chance types for SystemTypes.txt to have different combos (say if wanted only to randomize between rock & ice, etc) but there's no way to

The "Any" is likely interpreted in the game engine as a call for random function to pick from a set of potential values. It's also used in the default files for neutral AIs to pick gov't types etc.

Mainstrings.txt doesn't affect the game engine with the exception of what characters might be recognized for a certain function etc. For example, the value for Script Parse 18 will always be used for addition regardless of what it is. Or if you edited Script Parse 17 to , it would be interpreted as a decimal indicator in formulas and so on.

-----

Space Empires Depot | Space Food Empires!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Chance types?

Soumis par dun_Starscaper le Jeu, 2006-10-19 21:45

Captain Kwok wrote:
It would appear you can create addition any chance types for SystemTypes.txt to have different combos (say if wanted only to randomize between rock & ice, etc) but there's no way to
Kwok, could you be a bit more explicit about what you're trying to do (and what "there's no way to")? I've played around with the chance types a bit...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

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

Contenu populaire

Aujourd'hui :

  • I am so impressed!
  • Space Empires V 1.74
  • Neutral pack 1.10 released, now adds three neutral races.
  • Stuipd Question
  • Research By Percentage SUCKS

Depuis toujours :

  • 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

Dernier accès :

  • Can't get game to run past turn 3
  • Balance Game
  • Research By Percentage SUCKS
  • Ship and Fleet Training Facilities?
  • Diplomatic Requests
(c) Strategy First, Inc. All rights reserved.