.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #1  
Old November 6th, 2007, 06:12 PM

Kammak Kammak is offline
Private
 
Join Date: Jul 2002
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
Kammak is on a distinguished road
Default Issue with planet type and new race

This has happened a few times now since I've begun re-playing SEIV....

I'll start a new game and create a new race. I'll pick a ship set from one of the standard races, then I'll pick the "Environment" settings for planet type and atmosphere.

But when the game starts, I have the wrong tech for colonization, but my "Homeworlds" are on the proper types.

Example - I picked "Gas Giants" & "Oxygen" for my new race. Game starts, I have 3 Homeworlds on Gas Giants with O2. However, when I go to the research window, I have started with "Rock Planet Colonization" instead of "Gas Giant Colonization".

The map gives both Rock and Gas Giant planets, that have 02, a green asterick. But I only have the "Rock Colony" component available for ship designs.

This has happened several times now, regardless of whether I choose gas giant, ice, or rock during the race creation setup.

Have I done something wrong/missed a step, or is this an unresolved issue with SEIV? If the latter, what is the workaround, other than *hoping* the game matches my selections every time I create a new game?

Kammak

PS - I have no custom shipsets or downloaded races installed, just the canned stuff. I have a self-created mod that DOES NOT change any technology, just adds mounts and a few other changes (like a universal colony module in the components file). All the items I've modded have worked fine in-game.
Reply With Quote
  #2  
Old November 6th, 2007, 06:25 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Issue with planet type and new race

That custom universal colony module might be your problem. Try adding a separate tech area for it in the TechAreas.txt data file and see if that fixes your problem.

When the game selects starting colony techs I believe it simply selects the first TechAreas.txt entry that will yield a component with the home planet type colonization ability. You might also try moving the component entry around in Components.txt to see if that does anything.

The Colony Tech Mod 2 works by exploiting this behavior, so you might want to download it and take a look at the data files to get an idea of how it all works.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #3  
Old November 6th, 2007, 06:47 PM

Kammak Kammak is offline
Private
 
Join Date: Jul 2002
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
Kammak is on a distinguished road
Default Re: Issue with planet type and new race

"You might also try moving the component entry around in Components.txt to see if that does anything."


This is starting to sound familiar - I moved the universal colony component to the very beginning of the component file, and that seems to have fixed it. (I had originally added it to the bottom.)

I'm recreating a personal mod I made years ago, and apparently I've forgotten a lot of the "gotchas" about modding this game.

Anyway, thanks for the tip!

Kammak
Reply With Quote
  #4  
Old November 6th, 2007, 10:08 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Issue with planet type and new race

Starting colony tech assignment is done by assigning the first level of every technology required by the last component with the appropriate colonization ability in the components file. Whew, that was a mouthful!
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #5  
Old November 7th, 2007, 01:21 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Issue with planet type and new race

Ah, I knew it was something overly complicated and completely unintuitive.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #6  
Old July 31st, 2008, 11:20 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Issue with planet type and new race

Quote:
Fyron said:
Starting colony tech assignment is done by assigning the first level of every technology required by the last component with the appropriate colonization ability in the components file. Whew, that was a mouthful!
Hey, I also just realized that this means races with different starting planets can start out with different technologies researched. So a Rock race could automatically have a head start in, say Physics, if you simply add a Physics 1 requirement to the rock colony component.
__________________
Ken vs. The City

-Km :�
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:31 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.