Differing Militia.

As in heavies on one planet, lights on another, no mixing of the two.

In short, is there a sane way to do this, or do I really have to define new planet types, from the ground up, with their own separate entities for reference, just to get the damned things into random map generation without them playing nice together on the same planets?

8,525 views 7 replies
Reply #1 Top

The GalaxyScenarioDef file is what you are looking for. In Distant Stars we have a lot off differing militias. I was even able to build a map with caps and starbase.

Reply #2 Top

Building a map is one thing.  Did you get the random map generator to apply discrete militia groupings to the same planet types?

Reply #3 Top

No, you can set say a 50% chance of getting a militia group with heavy and another 50% group with light frigates, but that really means 25% you get nothing, 50% of the time you get one and not the other, and 25% of the time you get both. Its all probability as there is no way to check if a group has already spawned on a planet or not.

I suppose you might be able to get some crazy ability that spawns in just one or the other, but that might be more trouble than its worth.

Edit: Actually the two of those could work out. Give a 50% spawn to say the light frigates, as well as a 100% spawn to a generic frigate with 1 hp. Give that generic frigate to the pirates or anything else that is hostile to all players and local militia. If that frigate survives say 30 seconds, obviously the light frigates did not spawn so have it trigger an ability that spawns some heavy cruisers or whatever you will.

Reply #4 Top

Quoting psychoak, reply 2
Building a map is one thing.
End of psychoak's quote

Sorry got ahead of myself.

Quoting psychoak, reply 2
Did you get the random map generator to apply discrete militia groupings to the same planet types?
End of psychoak's quote

I believe we were able to. Its like what GoaFan77 said. Its a randomization effect but I do believe its possible.

Reply #5 Top

I'm going to call that just as messy as the decrepit system I have to use to get around the lack of functionality in any of the branching available in the file...

 

Oh well, we'll figure something sane out.

Reply #6 Top

Quoting psychoak, reply 5
I'm going to call that just as messy as the decrepit system I have to use to get around the lack of functionality in any of the branching available in the file...
End of psychoak's quote

I'm surprised you've lasted this long is Sins modding if you aren't willing to deal with "messy". ;) Indeed its probably not worth the trouble, but if you want cool little specific details like that in Sins you often have to use such "creative" combinations of what limited resources we have at our disposal.

Of course if you don't have any additional planets in your mod the duplicate planet for a different template thing would be easier, but if you've integrated something like Sins plus the ability is probably easier as you only need to modify the existing default templates.

Reply #7 Top

In my current build of SOA2, all entity create counts are below debris, and only a few come above weapon.  After pulling that off, I'd rather keep hunting for a "right" way a little longer.  What's a few dozen hours next to the other thousand...

 

If my theory pans out, I'll post the info here.

 

Edit:  It didn't.