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May 6th, 2007, 12:20 AM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
Posts: 108
Thanks: 2
Thanked 2 Times in 2 Posts
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Re: How to mod a starting planet?
Hi SJ,
Well, I got mad and used the map editor and gave the first AI a sphereworld...more than perfect conditions. I even went into settings.txt and set the planetary starting conditions low,med,high to 150...Anyway, problem solved, not with a scapel, but with a chainsaw...
On to my next task...the Swarm!
GB
P.S. I know the system limit is 255--'hard-coded', but with the editor, I believe that a person can go beyond this, if said 'self-flagellent' is willing to manually use the map editor...
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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May 6th, 2007, 11:28 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: How to mod a starting planet?
The problem is that systems are indexed by a 1 byte value. Your game is sure to break if you try to add more.
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May 6th, 2007, 12:27 PM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
Posts: 108
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Re: How to mod a starting planet?
OK...I guess I will have to mod in more planets per system...I guess SE V has the same limitation. Thanks for the heads up, SJ.
GB
P.S. The better half and I were in Vancouver a little while ago...was wondering if Ontario provence is as clean and tidy?
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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May 6th, 2007, 12:49 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: How to mod a starting planet?
SE:V does allow more than 255 systems, but with around 300 or so, you start to lose connectivity in the warp point network.
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May 6th, 2007, 01:49 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: How to mod a starting planet?
From my understanding, in SE5, the WPs are still present; they just stop being drawn on the quadrant map at some point.
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May 6th, 2007, 04:29 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: How to mod a starting planet?
Since you're already using the Map Editor, if you put starting points in an empty sector, game setup will automatically add the appropriate planet there. That won't work for ringworlds and sphereworlds, though. I don't know if it's possible to mod the startup files to allow races to start on those.
I remember it taking me quite a long time to realize that one didn't have to put starting points on existing planets.
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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