I decided that I wanted to make a map with lots of militia strongholds at the choke points. When I read the tutorials by Zoomba and Goa, I thought I had it. I whipped out a quickie map with just five planets and a star and put militia on the non-homeworlds, by creating a group instead of using a template. I modified the planets in notepad to be owned by RandomMilitia and everything. Yet, when I open the map in-game the planet is barren with no militia in orbit or in ownership whatsoever.
I'm very confused. I turned off the Use Default Template option and everything. What am I doing wrong? I didn't even change the starting values for the resource counts and so forth, all I did was make this militia group.
Can anyone tell me how to use the preexisting templates, or failing that, how to make my own? This is very frustrating. Are there any little gotchas that I would miss on my first time through?
This may not be your issue, but just a heads up that if they're non-colonizable planets you won't be able to do this.
That's only true for structures, you can place militia ships anywhere.
I'd need a screenshot of your planet group in galaxyforge (just keep in mind the owner drop down box will be blank because of you changing it to "RandomMilitia" in notepad, and if you see something else there you need to edit the map in notepad again).
That said, I'd double check that the spawning condition is "Always" (you can use other things but always test stuff with this first), that you spelled "RandomMilitia" exactly, that you applied to the group to the intended planet.
here is a copy of MY RandomMilitia template that I ise in my maps for a similar effect
template templateName "RandomMilitia" subTemplates 0 groups 10 group condition type "Always" param "" owner "RandomMilitia" colonizeChance 0.000000 items 23 item "Tech:Module:CrystalExtractor" item "Tech:Module:CrystalExtractor" item "Tech:Module:MetalExtractor" item "Tech:Module:MetalExtractor" item "Tech:Module:CombatLab" item "Tech:Module:NonCombatLab" item "Tech:Module:CultureCenter" item "Tech:Module:FrigateFactory" item "Tech:Module:CapitalShipFactory" item "Tech:Module:HangarDefense" item "Tech:Module:GaussDefense" item "Tech:Module:RepairPlatform" item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Carrier" item "Tech:Frigate:Colony" item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:Siege" item "Tech:Frigate:Utility0" item "Tech:Frigate:Utility1" item "Tech:Frigate:Constructor" item "Tech:Frigate:Constructor" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.9" owner "RandomMilitia" colonizeChance 0.000000 items 11 item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Carrier" item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:Siege" item "Tech:Frigate:Utility0" item "Tech:Frigate:Utility1" item "Tech:Module:HangarDefense" item "Tech:Module:GaussDefense" item "Tech:Module:RepairPlatform" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.8" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Module:GaussDefense" item "Tech:Module:HangarDefense" item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Carrier" item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:Siege" item "Tech:Frigate:Utility0" item "Tech:Frigate:Utility1" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.7" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Frigate:Utility1" item "Tech:Frigate:Utility0" item "Tech:Frigate:Siege" item "Tech:Frigate:LongRange" item "Tech:Frigate:Light" item "Tech:Frigate:Heavy" item "Tech:Frigate:Carrier" item "Tech:Frigate:AntiFighter" item "Tech:Module:HangarDefense" item "Tech:Module:GaussDefense" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.6" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Module:GaussDefense" item "Tech:Module:HangarDefense" item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Carrier" item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:Siege" item "Tech:Frigate:Utility0" item "Tech:Frigate:Utility1" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.5" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Frigate:Utility1" item "Tech:Frigate:Utility0" item "Tech:Frigate:Siege" item "Tech:Frigate:LongRange" item "Tech:Frigate:Light" item "Tech:Frigate:Heavy" item "Tech:Frigate:Carrier" item "Tech:Frigate:AntiFighter" item "Tech:Module:GaussDefense" item "Tech:Module:HangarDefense" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.4" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Module:HangarDefense" item "Tech:Module:GaussDefense" item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Carrier" item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:Siege" item "Tech:Frigate:Utility0" item "Tech:Frigate:Utility1" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.3" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Frigate:Utility1" item "Tech:Frigate:Utility0" item "Tech:Frigate:Siege" item "Tech:Frigate:LongRange" item "Tech:Frigate:Light" item "Tech:Frigate:Heavy" item "Tech:Frigate:Carrier" item "Tech:Frigate:AntiFighter" item "Tech:Module:GaussDefense" item "Tech:Module:HangarDefense" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.2" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Module:HangarDefense" item "Tech:Module:GaussDefense" item "Tech:Frigate:AntiFighter" item "Tech:Frigate:Carrier" item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Tech:Frigate:LongRange" item "Tech:Frigate:Siege" item "Tech:Frigate:Utility0" item "Tech:Frigate:Utility1" group condition type "PlanetOwnerIsMilitiaWithChance" param "0.1" owner "RandomMilitia" colonizeChance 0.000000 items 10 item "Tech:Frigate:Utility1" item "Tech:Frigate:Utility0" item "Tech:Frigate:Siege" item "Tech:Frigate:LongRange" item "Tech:Frigate:Light" item "Tech:Frigate:Heavy" item "Tech:Frigate:Carrier" item "Tech:Frigate:AntiFighter" item "Tech:Module:GaussDefense" item "Tech:Module:HangarDefense"
just paste this onto the end of the map and adjust the templates count UP by one and you will have varying strengths of militia in the locations each time you play the map and also set the planets you want the militia to use the template RandomMilitia
hope this helps
harpo
Go to the Modder's Get An Answer page and look at the links on top.
Which link? None of them leap out at me saying "militia."
I'll upload a pic in a sec.
Hang on. I suppose I should mention that all I know about modding is contained within the first ten or so posts in these two threads:
Galaxy Forge - Beginners Guide » Forum Post by Zoomba
Galaxy forge - How do I specify how many mitilia are on a planet? » Forum Post by Sergeant_Jezza
Now the militia trick in the first few posts of the second thread work, inconsistently. Sometimes the planet will have dudes on it, the next they won't.
EDIT: All right, I've spent the last few hours futzing around in the GalaxyForge editor and I simply can not do it. I followed Goa's instructions in the second link there verbatim and they simply do not work. I even tried going over the planet's owner and group's owner entries in notepad and tried every combination of blank space and RandomMilitia I could, with no results. It doesn't even work occasionally now, it's stopped working completely.
Rather than post 2000 lines from the 7DS galaxyscenariodef file, Go to http://www.danmangames.com/dmgadv/ and sign up for a free membership. Once approved you'll be able to download Beta 5. The GalaxyScenarioDef file is in txt format and there are Advent, Vasari, TEC, Empire militias and more advanced templates. Distant Stars has some excellent militias as well and custom templates for specific scenarios.
Scenario templates are another option if you don't want to mess with the galaxyscenariodef file -which makes it impossible to play vanilla or anything because your checksum will differ from everyone else. Scenario templates will let you place things from vanilla, entrenchment, or diplomacy in your map without issues. http://forums.demigodthegame.com/329520
is where I found my original post -these forums are a ***** to search.
On that note, if all I want to do is replace a planet's default template with one of the Militia templates, all I have to do is uncheck the Default checkbox and use the dropdown menu to Add one of the existing templates, right?
Here's the link to a post which includes several player's samples.
Open your galaxy map as a text file (right click and "open with...". Notepad works fine.
The problem you're having is that Galaxy Forge isn't quite functional for templates--it almost gets them but they go in wrong--so you have to hand edit them.
There are three ways to change templates--as a mod editing the GalaxyScenarioDef.entiry, using the same style of templates in a planet's info in the galaxy file or adding templates to the bottom of the galaxy map and changing text on the planets in the map to point to them. The link I posted has samples of most of these.
If you want to make it a mod--just copy the GalaxyScenario Def.entity file into a folder titled MOD, then create another folder inside it named GameInfo and put the GSD in there.
Harpo has text converted reference files.
Use the examples on the page I linked to see how to hand edit them into your maps.
It's not as complicated as it sounds but GF will break them and typos or missed entries/characters will too--so relax and pay attention when you're typing. You can't put any planet modules at a world not owned by the player/factions. Ships--yes, Modules--no.
Post back if you need more help. I'd recommend start with templates at the page bottom--it's a lot easier to fix them then. Also, run the game in dev mode--it will tell you where a problem is.
Usually it will say the problem is "line # so-and-so" and that usually means the area directly ABOVE that line is what isn't done right. Notepad++ is a free text editor that will count the lines for you.
Another great little helper--especially when you're doing a lot of copy-pasting is Deskpins. Works great and uses practically no memory at all. Both of these are free.
One thing you might not realize--to use the "bottom templates" text has to be edited at the planet where the template applies as well as in the template itself. Use my sample for a "clean" snippet of this.
Oh wow, they didn't even properly implement templates in their own map editor? How did they make all the premade maps, then?
I think at one point it worked but as they expanded the development somewhere along the way it got left by the wayside--it almost works.
If you want to see a really complicated template map, look here (shameless self-promotion).
They didn't make the maps in GalaxyForge. They made them in a text editor. They just made the GalaxyForge because people couldn't handle the abstraction and really wanted to make maps.
Oh...wow. All right, then.
Last question: the premade templates on the drop-down list on the bottom left of the group window. All I have to do to have those apply to the planet is select it and click Add, right?
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