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Spectarofdeath
June 3rd, 2007, 05:51 PM
Is there any way to "lock" a race's homeworld, so that every game on that map it's always that race's homeworld? Thanks.

Edit: Also is there a way to save ship designs?

Fyron
June 3rd, 2007, 07:55 PM
Ship designs are supposed to be automatically saved with the empire. I'm not sure whether or not the bug that prevented them from being saved a while back has been fixed yet.

Hippocrates
June 3rd, 2007, 08:09 PM
You can "lock" the locations of a homeworld's system on a particular map, but not where within said system it will be.

When you start a new game, head on over to the map options. There's an option there for "starting locations." Click that, then start clicking on systems in the mini-map view (I'm presuming here you've already generated a map or loaded one)....as you click a particular system, it will change color to a kind of red/black symbol.

Now...whichever system you clicked first will go to the first race listed under Empires. The second system clicked will go to the race in the second "slot," and so on. You'll have to reset your starting positions each time you reload the map, I believe.

In SEIV, you could set specific starting locations using the map editor, and have them permanently associated with said map. I'm not sure if this is the case in the SEV editor, as I haven't played with it, but it might be worth checking out.

Spectarofdeath
June 5th, 2007, 04:05 PM
Is there any known of way to edit a map?

Fyron
June 5th, 2007, 04:34 PM
Not reliably for existing maps. There is a map editor (http://www.spaceempires.net/home/downloads-details-608-SE5_Map_Creator_v0.3.4.html#dldetails) or two out there that works with the map compiler's text format, for creating new maps.

Spectarofdeath
June 6th, 2007, 02:18 AM
Ok, so I got the map editor, played around, then saved the map, now how do I get it for the game to read it since it saves in a .txt format? Thanks for all the help.

Fyron
June 6th, 2007, 05:52 AM
Use the map compiler in the SE5\Utilities folder.

Spectarofdeath
June 6th, 2007, 10:52 PM
All I have is Scriptparser, shipsetviewer, and techchart.

Fyron
June 7th, 2007, 01:11 AM
Make sure to update to 1.35.

Spectarofdeath
June 21st, 2007, 05:34 PM
Ok, can someone explain how to change dmg and rng on a weapon? Feel free to use the DUC as a example.

Suicide Junkie
June 21st, 2007, 08:44 PM
The formulae are pretty straight forward.
The game just plugs in the values for [%Range%] and [%Level%], and out comes the number.
The range at which the weapon does zero damage is its maximum range.

So if you said a formula of := 35
The weapon would do 35 damge period, independent of range or tech level. (Although there is a hardcoded limit of range 500)

:= 35 - [%Range%]
would make a weapon which does 35 at range zero, and fades linearly to nothing at range 35.

More common is to use the iif(condition, true, false) structure.
:= iif ([%Range%] < 80, 100, 0)
So the weapon deals 100 damage out to range 80, then drops to zero beyond that.

Nest your iifs, use square roots, whatever you like.

se5a
June 24th, 2007, 05:19 AM
don't worry about trying to understand aaron's forumulas, they are unnessasrily complex.