View Full Version : Modding StellarAbilitiesTypes.txt ?
capnq
March 23rd, 2002, 11:35 PM
Has anyone successfully added new entries to StellarAbilitiesTypes.txt ? If so, can you point me to a working example? So far all I've managed to do is crash the game when I try to generate the map.
Phoenix-D
March 24th, 2002, 02:45 AM
Yup. Copied and pasted the warp point- turbulence to make
"Name := Lethal Warp Point
Number of Poss Abilities := 1
Ability 1 Chance := 1000
Ability 1 Type := Warp Point - Turbulence
Ability 1 Descr := Do Not Enter.
Ability 1 Val 1 := 20000
Ability 1 Val 2 := 0"
that. that was just a quick test mind http://forum.shrapnelgames.com/images/icons/icon7.gif IIRC my old Versions of techmod altered this file as well.
Post what you're trying to do, maybe someone can help you out
Phoenix-D
capnq
March 24th, 2002, 09:55 PM
I already found my mistake; I should have read the error Messages more closely.
SystemTypes.txt really dislikes seeing a stellar ability (Normal Storm) where it's expecting an object type (Storm).
PurpleRhino
March 25th, 2002, 11:50 PM
In modified Version I have a field set for asteroids that gives a +50% defense bonus.
I also created a ability called Normal Moon. So that there are no moons with ruins... Since some people, including me, didn't like not being able to see them. (without selecting them)
Oh, and I almost forgot, I also added about 4 more storm types http://forum.shrapnelgames.com/images/icons/icon7.gif
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