There are a few things I'd like to ask if they can be done in the SOSE engine.
1. can I add a sound effect for moving ships, ala Star Wars and its famous ""?
2. the engine does not support "hardpoints" ala Forces of Corruption for the various ships. does it support however different kinds of armor/abilities?
3. can I limit certain units to be only one per game? like the heroes of Warcraft 3?
4. can I have different background music for each race, even and especially custom ones?
5. how big can the galaxy map be before performance hits appear? is there a limit?
6. could a story-driven campaign be made?
7. can descriptions be added to planets/ships?
8. can we use custom art for custom planets? like, a ring of debris orbiting a custom planet?
erm, more than a couple, and there were more, but I cannot remember them
That's why everyone should play with the other victory conditions like capital or research to help prevent that against the AI.
can I select how many asteroids with resources (and eventually which resources) are spawned near a planet?
harpo
aw. I noticed, not in the galaxy forge.
so I'd need to make a new planet type for each variation I'd like to have.. very impractical, if I might say.
and yet it was apparently intended to be able to happen in the rebellion galaxy files, but it does not work as the engine does not use the lines that are in the galaxy file regarding the asteroids, and is one of the factors in the reasons for the ongoing thread titled '[Feedback/Request] On Map Version 4 and the aspect of "Chance"'
thanks think it's going to happen, a version 4?
map version 4 IS the current rebellion map format, and based upon the last year and a bit of requests to complete the functionallity of map version 4, it is doubtful, BUT still wanted.
heh. better than nothing, I guess.
where do I put possible ship names?
how can I make galaxy maps which make some use of the z-axis? with planets situated on different levels, like the Sins of a Galactic Empire mod?
You don't, the Z-axis position of planets is entirely random. If it seemed like that in SoGE it was pure coincidence.
What type of unit?
All of them, if possible!
Also, the game engine support only 4 types of starfighter per faction, right?
some mods had six(do not know if there is a maximum limit for types of strikecraft) different strikecraft with each type ship having up to 4 (actual limit from number of slots in user interface) different strikecraft, and this was even so back in vanilla with vanilla mods, along with entrenchment and diplomacy, and it might even be possible for each ship type to have four unique strikecraft in each race on a mod, BUT you would be getting close to the ram limits and mesh limits, so might not be a good idea.
and ALL the ship names/class names go in the english.str file
erm, harpo, can you re-explain that?
1 all ship names and the descriptions are in the english.str file(the strings file)
there ARE four hardcode limits in strings, ALL to do with names, and confirmed by blair fraser, the hardcodes ARE
max number of planet names =512
max number of star names = 512
max number of starbase names =512
max number of capitalship names =512
the confirmation was by email back in july/august 2009, when I was creating the sins stringer (string file editor that burnt out my programming)
as far as the number of strikecraft TYPES it is possible for each capital, cruiser, frigate,(and for rebellion titan) starbase & hangar to field four different strikecraft types EACH(there are four strikecraft type button locations for each ship/hangar/starbase), eg ent/dip 5 caps,9 cruisers & 9 frigates could have a total of 5x4+9x4+9x4+4+4(+4) =100(104) different types of strikecraft per race, BUT as each different strikecraft is another mesh AND texture(textures might be able to be merged together)(and I seem to remember reading that rebellion had a mesh limit of about 800(in diplomacy and earlier it was only 400), but can not locate the location for the rebellion limits and as the stock game has 414 meshes in it the limit MUST be higher than ent/dip's 400).
hope this helps
ah ok, so 4 for each type of capital cruiser and frigate! In theory I could have more, but I wouldn't want that.
about string editing: did you release your stringer? I have no idea how to edit the file.
also, this 512 limit is shared between the races? so, in an unmodded game the limit would be 512/3=170,6
with 4 races it would be 128
or it works differently?
The english.str file is straight up Notepad.
oh, thanks then!
trying to select a determined asteroid count and planet bonuses for each planet in a custom map. since the galaxy forge does not allow it, I tried editing the galaxy file as a txt file.
changing asteroidcount to anything higher than 0, howver, makes the map unloadable and the game crash.
yes, I did get that issue when I tested mapversion 4 with manual editing of the file way back in time(either beta or just after release) so did not do that again and only used the entity modification method, and with the current methods of rebel you could try the fair planets if the counts are suitable.
what about determining planet bonuses for individual planets in a map?
that is either randomly controlled(standard game) OR controlled with the galaxyscenariodef.galaxyscenariodef (in a mod) and the galaxyforge(must be the same as the one in the mod) other than the very few bonii that are in the standard galaxyscenariodef.
what's bonii?
can you explain the process more in-depth?
bonii is used as the plural of bonus instead of bonus(es).
there is a mod that modifies the standard galaxyscenariodef.galaxyscenariodef of rebellion w dlc to allow maps to control the use of more of the DLC bonii. I have not tried the mod but in theory it should work and I did not create it nor was I involved in it's creation.
I have it. but it does not work at all.
I'll stick with bonuses thanks.
In galaxy forge, to place a bonus, edit a planet, create a new group, add a bonus from the list into the group, and use the parameters "Always" and "NoOwner".
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