The version released is the exact same version we used to make every single map in the game so we aren't holding anything back and we know its quite functional or we wouldn't have had so many maps
(Initially they were created by hand in a text editor and that was a pain in the butt). As far as I can tell, only one of these is a bug but its purely cosmetic.
- The InGameName parameter doesn't work
Let's say you enter the name "Bob" for a CPU then you load the map in the game. The CPU will not have that name, he'll have a random name.
- The OverrideRaceName parameter doesn't work
Same as above, if you select "Tech" for Bob then load the map, you'll see at the settings that they all have "Random" races.
To answer both of these, Galaxyforge expects a stringID and player EntityDefName respectively, and is gracefully handling non-existant ones like 'bob' and 'tech' by using defaults. This is similiar to all the other modding procedures for Sins so I'm sure more detailed explanations can be found in the modding forums.
- The starting positions for players are random
If you make a planet named "Earth" then assign it to Owner Bob, it will not be his home planet 100% of the time.
Setting a player as an owner doesn't guarantee it to be his home planet, there is a separate parameter that can accomplish this.
- The map you make is inaccurate
As I already said in another post, the in-game map is a vertically flipped version of the GF one... very hard to make a map with this...
This is a bug but we never bothered to fix it because it would require re-exporting all the existing maps. On a side note we also felt it didn't matter much because the Sins camera allows for so much flexability that the concepts of "top" and "bottom" were pretty much irrevelant (e.g., I rotate the camera so frequently that any concept of certain planets being on "top" means nothing to me).