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 <title>Space Empires Universe - SE:V MODs</title>
 <link>http://www.spaceempires5.com/fr/taxonomy/term/4/0</link>
 <description>Discuss map making, editing and talk about custom mods for Space Empires V. </description>
 <language>fr</language>
<item>
 <title>Racial Tech researchable modding... need some input.</title>
 <link>http://www.spaceempires5.com/fr/node/5868</link>
 <description>&lt;p&gt;I&#039;ve tweaked Kwok&#039;s BM 1.14b so no tech is truly &quot;racial&quot; and can eventually be researched; however, my workaround is a bit clunky with a significant amount of formulas in the Requirements of tech areas to see if an empire has the racial trait first and, if they do not, checking to see they meet the required tech level.&lt;/p&gt;

&lt;p&gt;Here&#039;s one of my clunk formula examples:&lt;/p&gt;

&lt;p&gt;&lt;pre class=&quot;bb-code-block&quot;&gt;
Requirement 1 Formula                           := IIF(Empire_Has_Racial_Trait(&quot;Deeply Religious&quot;), Get_Empire_Tech_Level(&quot;Ethics&quot;) &amp;gt;= 2, Get_Empire_Tech_Level(&quot;Ethics&quot;) &amp;gt;= 5)
&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;A bit cumbersome but I was having fun trying to see what all I could do... in the above example you can see those with the Deeply Religious trait get access to that Tech Area sooner than those without. I&#039;ve done similar tweaking with other traits and actually have it where Organics Manipulation doesn&#039;t even have Biology show up at all and has all techs that would branch off it available immediately while those without the trait have to research through the levels.&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/fr/node/5868&quot;&gt;en lire plus&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5868#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Tue, 08 Jul 2008 18:47:07 -0400</pubDate>
 <dc:creator>Lucifer Domine</dc:creator>
 <guid isPermaLink="false">5868 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Ring/Sphere world as homeworld</title>
 <link>http://www.spaceempires5.com/fr/node/5865</link>
 <description>&lt;p&gt;So, I&#039;ve been playing SEV for a bit now.  I haven&#039;t played online due to limited internet access and so I&#039;m stuck with the AI for the time being.&lt;/p&gt;

&lt;p&gt;I tend to play with Victory conditions of &quot;Destroy all Homeworlds.&quot;  In my mind this should end up being an epic attack on a well defended homeworld, but it usually isn&#039;t as big a battle as others as oftentimes their homeworld isn&#039;t any more protected than any other planet of it&#039;s size so it&#039;s simply rolled over like all the planets I faced on the way there.&lt;/p&gt;

&lt;p&gt;So, to me it seems that the obvious way to make this more interesting would be to make those homeworlds bigger.  The computer seems to be quite good at placing lots of weapons platforms and such around so I don&#039;t expect it to have any trouble adding a lot of defenses with all that space.&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/fr/node/5865&quot;&gt;en lire plus&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5865#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Mon, 07 Jul 2008 14:03:37 -0400</pubDate>
 <dc:creator>BlueThunder</dc:creator>
 <guid isPermaLink="false">5865 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>understanding Research</title>
 <link>http://www.spaceempires5.com/fr/node/5857</link>
 <description>&lt;p&gt;Hi, Guy I made a guide for understanding the research script part of the BM. Its a little long, so I posted it on my site, &lt;a href=&quot;http://rnlittle.googlepages.com/researchunderstatnding&quot; class=&quot;bb-url outgoing&quot;&gt;Here&lt;/a&gt;.  Let me know what you guys think.  I&#039;ll make any changes and then post it on the WIKI site.  Hope it helps someone.&lt;/p&gt;

&lt;p&gt;He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts&#039;ao Ts&#039;ao&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/en-US/project/HighlighterNOTEPADplusplus&quot; class=&quot;bb-url&quot;&gt;highlighter/User define lang for NOTEPAD++ for SEV&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://www.spaceempires5.com/en-US/project/CCMod&quot; class=&quot;bb-url&quot;&gt;Crimson Concept Mod for SEV&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/fr/node/5857&quot;&gt;en lire plus&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5857#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Sat, 05 Jul 2008 09:23:34 -0400</pubDate>
 <dc:creator>crimson</dc:creator>
 <guid isPermaLink="false">5857 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Negative costs</title>
 <link>http://www.spaceempires5.com/fr/node/5847</link>
 <description>&lt;p&gt;Does anyone know what happens if you set some cost to be negative? For example:&lt;/p&gt;

&lt;p&gt;Battle Pods: 100 minerals, 100 Radioactives, -20 kT.&lt;/p&gt;

&lt;p&gt;Does this work? Does it cause bugs? anyone know?&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5847#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Thu, 03 Jul 2008 03:53:54 -0400</pubDate>
 <dc:creator>Zac QuickSilver</dc:creator>
 <guid isPermaLink="false">5847 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Component leveling error</title>
 <link>http://www.spaceempires5.com/fr/node/5831</link>
 <description>&lt;p&gt;I have a bug in my mod that I don&#039;t know what the issue is (possible SEV issue?): I have several components similar named (KEW Canons with mark series) and available when projectile tech is researched further, the problem starts when you reach enough tech in projectile to get the second mark series and it starts at level 100, not  1 or even at the current level of projectile tech level.&lt;/p&gt;

&lt;p&gt;Anyone see or hear something similar and does anyone have an idea what causes or will fix it?&lt;/p&gt;

&lt;p&gt;The component:&lt;/p&gt;

&lt;p&gt;[code]&lt;br /&gt;
Name                                            := KEW Manned Heavy Cannon&lt;br /&gt;
Description                                     := Kenetic Energy Weapon (KEW) Longe range cannon that fires Large explosive rounds. Component is crewed.&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/fr/node/5831&quot;&gt;en lire plus&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5831#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Sun, 29 Jun 2008 15:25:44 -0400</pubDate>
 <dc:creator>Isopsyco</dc:creator>
 <guid isPermaLink="false">5831 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>How do I resolve these x file errors??</title>
 <link>http://www.spaceempires5.com/fr/node/5828</link>
 <description>&lt;p&gt;Ok...came back to playing SEV after a really long break and started messing around with Devnull&#039;s mod since I had played that one with SE:IV.  I dumped the stock shipsets from the mod and downloaded the custom shipsets that new AI&#039;s had been coded for, only to get xfile error after xfile error.  Some of them I was able to pinpoint but I have no experience with how the coding is done for SEV and I have NO idea how to fix the shipsets; being forced to merely removed the defective shipset from the directory so it isn&#039;t used.  So far I&#039;ve had to remove the Cardassian shipset (problem with the freighter xfile I believe) and the Colonial shipset (unable to determine problematic xfile on this one so far.)&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/fr/node/5828&quot;&gt;en lire plus&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5828#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Sat, 28 Jun 2008 16:29:13 -0400</pubDate>
 <dc:creator>Abyssian</dc:creator>
 <guid isPermaLink="false">5828 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Can you make different maintenance percentages cost for different resources?</title>
 <link>http://www.spaceempires5.com/fr/node/5822</link>
 <description>&lt;p&gt;Is it possible to make different maintenance cost percentages for minerals, organics and radioactives? &lt;/p&gt;

&lt;p&gt;I can only change them all at once in the settings file:&lt;/p&gt;

&lt;p&gt;Empire Starting Ship Percent Maint Cost                               := 25&lt;br /&gt;
Empire Starting Unit Percent Maint Cost                               := 10&lt;br /&gt;
Empire Starting Facility Percent Maint Cost                           := 10&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5822#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Fri, 27 Jun 2008 11:07:00 -0400</pubDate>
 <dc:creator>Zteel</dc:creator>
 <guid isPermaLink="false">5822 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Creation of planets with moon</title>
 <link>http://www.spaceempires5.com/fr/node/5816</link>
 <description>&lt;p&gt;I was looking around in SystemTypes.txt, and StellarObjects.txt, and noticed that in all the stock systems the moons of large planets are predefined. &lt;/p&gt;

&lt;p&gt;This got me wondering, is it possible to make the system create the moons itself.&lt;/p&gt;

&lt;p&gt;In the start of the SystemTypes there is the chance table for planets (tiny,small,medium,large and huge all having 20% chance of being formed)&lt;/p&gt;

&lt;p&gt;Would it be possible to add for example &quot;large+1 moon&quot; somehow to this randomization table, and have them both created?&lt;/p&gt;

&lt;p&gt;I don&#039;t think that would be doable, because there would need to be two(or more) separate planets defined in single orject, with their atmospheres, compositions and sizes, but I could be wrong. Is there a way to get it work? I know abjects can be later added in systems (storm creator) but can it be done here? Is there a way to make the map generation to add a moon object in the list after the planet size is picked?&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.spaceempires5.com/fr/node/5816&quot;&gt;en lire plus&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5816#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Thu, 26 Jun 2008 09:40:30 -0400</pubDate>
 <dc:creator>LordDemon</dc:creator>
 <guid isPermaLink="false">5816 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Another quick question</title>
 <link>http://www.spaceempires5.com/fr/node/5812</link>
 <description>&lt;p&gt;Anyone know if it is possible to have more than the current three slot types for construction (current: Armor, Outer Hull, Inner Hull).&lt;/p&gt;

&lt;p&gt;If it can be done, how. I tried, and it gave me an error message, and didn&#039;t display the slot. However, all I did was change the InvConfiguration_Slots file, and I&#039;m wondering if there&#039;s another change I need to make somewhere.&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5812#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Tue, 24 Jun 2008 15:29:38 -0400</pubDate>
 <dc:creator>Zac QuickSilver</dc:creator>
 <guid isPermaLink="false">5812 at http://www.spaceempires5.com</guid>
</item>
<item>
 <title>Scripting inteligence/events</title>
 <link>http://www.spaceempires5.com/fr/node/5804</link>
 <description>&lt;p&gt;Is there any way to open the script files so I can see what&#039;s already there, and tweak it, rather than starting from scratch?&lt;/p&gt;</description>
 <comments>http://www.spaceempires5.com/fr/node/5804#comment</comments>
 <category domain="http://www.spaceempires5.com/fr/taxonomy/term/4">SE:V MODs</category>
 <pubDate>Sun, 22 Jun 2008 15:43:13 -0400</pubDate>
 <dc:creator>Zac QuickSilver</dc:creator>
 <guid isPermaLink="false">5804 at http://www.spaceempires5.com</guid>
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