New Race Starting Structures

So I finally got the starts of my new custom race working but I noticed that I don't start out with a frigate factory. I assume that the "starting structures" are race based instead of universal. Could someone tell me (in deteail) on how to set it so my new race can start with a frigate factory?

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Reply #1 Top

Open your GalaxyScenarioDef.galaxyScenarioDef file, it contains all the starting templates. Your new race isn't in there, so it starts with nothing, not even the two constructors.

To add it, scroll down to :

playerTypeCount 4
playerType
    designName "Tech"
    entityDefName "PlayerTech"
playerType
    designName "Psi"
    entityDefName "PlayerPsi"
playerType
    designName "Phase"
    entityDefName "PlayerPhase"
playerType
    designName "Pirate"
    entityDefName "PlayerPirate"

You'll need to add yours in there, and increase the playerTypeCount. "designName" is what you use to reference items inside the file, and the entityDefName is the name of the entity file. If you have any new units or non-standard units/buildings you want to start with, you'll have to add them to the "planetItemType" list just above the playerType list. The ItemType list works the same way. It has definitions for a bunch of units and buildings already, but you may need to add some.

Anyway, once you added your race it's time to give it a template. Right below the playerType list are the planet templates:

planetItemsTemplateCount 25
planetItemsTemplate
    templateName "Empty"
    subTemplates 0
    groups 0       
planetItemsTemplate
    templateName "Template:DefaultHomePlanetSetup"
    subTemplates 0
    groups 3
        group
            condition
                type "PlanetOwnerIsRace"
                param "Tech"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Tech:Module:CapitalShipFactory"
                item "Tech:Frigate:Constructor"
                item "Tech:Frigate:Constructor"

(there's Phase and Psi there too, but they look the same so I didn't paste them). So here's the default home planet setup for the TEC (the paste is from a mod I made so it has the capital factory instead of a frigate factory). As you can see, "Tech" is the designName in the playerType list. All you have to do is add your race to the "groups". So you'll now have 4 groups, and it will look the same besides replacing "Tech" with whatever the designName for your race is, and the items with whatever you want it to start with. The entry will start with "group" to symbolize the start of a new race, just like the TEC template starts right below the group count.

Reply #2 Top

*thumbs up* Thank you very much. For testing purposes, is it possible to add more then just the frigate factory to the starting data? I would assume so but just to clarify...

Reply #3 Top

Yep, you can add whatever you want provided it's declared in the planetItemType list ;) Just make sure all your counts are updated, or it will crash horribly!

Reply #4 Top

Whata bout starting with ONLY ships and possibly a bit of structures! BUT WITHOUT colonizing the planet?

What I mean is..in my mod, the Nephil CANNOT colonize and thus move about in one gigantic ship without hjaving the first colonised planet!

If I cannot..is their a way to change the template so that the starting area would be an asteroid field or something?

 

Thank you,

Cheers,

Justin S.

Reply #5 Top

I actually do not think that's possible. A player needs to have a starting planet or the map won't work (since the victory condition is destroying all colonies). This can't be changed, so no colonies is an instant defeat. Can't use an asteroid field for the same reason, since it can't be colonized. You could use a dead asteroid, I suppose, since it has no population, no mines, and generates no income.

But then someone will just have to destroy it and you lose the map - with no other colonies of yours to attack everyone will go to town on your little rock :P

Reply #6 Top

The closest you can get to is maybe setting default planet upgrades, or have some small planetoid or asteroid colonized but with no resources nearby, and have the templates start out with a colony ship.

I'm more interested in starting research.  I've read the reference sticky in the modding section and would like to give this a go, say for a smaller FFA map, allow players to start with LRMs or an equavalent for the other factions.  is there a list of what research is allowed?  I haven't used the galaxy forge yet but I hear it handles research at game start.

What I'd really want is a list of all the research and facilities/ships that I can throw together into a template.  I've been thinking of a multi star galaxy where 3 players attempt to conquer their solar system, then converge together on a central star, the ultimate choke point and high in resource count.  I wanted the game to be relatively short, perhaps 5 hours, and giving the players a start on research would allow some very early rush strategies.  Now if only I could choose the starting planet for each player. . . .

Reply #7 Top

You can't set any techs to researched at game start. You always have to start from scratch - unless I'm misunderstanding what you're asking?

Reply #8 Top

Sniff...we'll all go for Asteroid then which will be defended by a main assault base (sorta like the bases in the upcoming entrenchement!) to secure that tiny area :) and allow Nephils to prosper...

 

Thanks Annatar11

Reply #9 Top

Sniff...we'll all go for Asteroid then which will be defended by a main assault base
End of quote

That could work. You can give the base the planet shield ability that absorbs 100%, so while the base is standing (or floating :P), the asteroid can't be bombarded.

Reply #10 Top

Hum...VERY interesting idea!!!

but who has the planet shield ability ??

Reply #11 Top

The TEC's planetary shield module? :)

Reply #12 Top

I'll go get my codder to give it a peak :)