2 things
1. how can i increase the number of all ships for in the build queue and 2.
I build a new map and their are no ships at the new discovered planets how can I put them back?
1. how can i increase the number of all ships for in the build queue and 2.
I build a new map and their are no ships at the new discovered planets how can I put them back?
1. There is no "build queue", you can queue as many ships as you want, but you can only simultaneously build as many as you have shipyards on the planet. Or do you mean slots for ship types? They probably have a limit of the 3 existing pages (you can put additional frigates in the cruiser tab though, the game makes no difference between frigates and cruisers)
2. Are you using a mod while playing said map? If you use the stock Galaxy Forge with an unmodded game the planets should have ships (some things, like one of the cloud things, don't spawn ships by default)
There are spawning templates in the GalaxyScenarioDef file, and in there each planet is also assigned a default template. You can also manually add templates to the planets within Galaxy Forge (right-click a planet and select "edit")
I don't know more, but anyway you should elaborate on your problems so the people that do know can understand what you want.
Ok, Sorry about that 1. I mean the default template is not working were you have a small group of ships at a new planet you discover they are not their so I am thinging I must have turned that option off some how and I want to turn it back on. ![]()
2. Is their a way to increase the total number of ships and capital ships your can build? ![]()
1. At the planet properties screen in the galaxy forge, there is a checkbox in the lower left hand corner that says something like "use default templates". Make sure it is checked on if you want the regular militia to appear.
2. I am still somewhat confused as what you mean. If you mean the total number of ships you the player can build in game, you have to mod some game files (the map doesn't effect fleet size). If you are trying to spawn ships with the galaxy forge, there should be no limit to the number of ships you can put on the map provided it is not so excessive that it crashes your game while trying to load it.
Thank you for part 1
but part 2 I mean their is a maximum number of capital and smaller ships I am looking to increase the build number is that possible? ![]()
if you mean spawning them at the start of a game, it can be done in the player start templates,
if you mean during a game, then you have to create a mod and alter 24/48 files in the mod (RESEARCHSUBJECT_MAXSHIPSLOTSrace#.entity and RESEARCHSUBJECT_MAXCAPITALSHIPSrace#.entity where race is PHASE/PSI/TECH and the # is 0/1/2/3/4/5/6/7 the maxshipslots is total fleet points at that level and the costs, the maxcapitalships is the limit of caps at that level)
I had tested both methods and they work
harpo
Yes but you can't do that from the galaxy forge (again unless spawning more than the maximum at the start of the game). You need to edit the researches that give fleet and capital ship upgrades in a mod (as harpo said). To do this you'll need the reference files which harpo will probably link you towards if you say you need them (also say which expansion/version you have).
I tried your suggestion for using the default template for correcting the problem its set already to the default any others ideas?
TXT
versionNumber 3
isBrowsable TRUE
browsePictureName "\Textures\ScenarioPicture-SystemsOfWar"
browseName ""
browseDescription "This is all out WAR manage your fleet well good for FFA"
isFirstCapitalShipIsFlagship TRUE
randomizeStartingPositions TRUE
planetArtifactDensity 0.150000
planetBonusDensity 3.570000
normalStartHomePlanetUpgradeLevel:Population 3
normalStartHomePlanetUpgradeLevel:CivilianModules 3
normalStartHomePlanetUpgradeLevel:TacticalModules 0
normalStartHomePlanetUpgradeLevel:Home 1
normalStartHomePlanetUpgradeLevel:ArtifactLevel 10
normalStartHomePlanetUpgradeLevel:Infrastructure 4
quickStartHomePlanetUpgradeLevel:Population 3
quickStartHomePlanetUpgradeLevel:CivilianModules 3
quickStartHomePlanetUpgradeLevel:TacticalModules 3
quickStartHomePlanetUpgradeLevel:Home 1
quickStartHomePlanetUpgradeLevel:ArtifactLevel 10
quickStartHomePlanetUpgradeLevel:Infrastructure 3
recommendedGameTypeCount 0
metersPerGalaxyUnit 25000.000000
pixelsPerGalaxyUnit 2.179996
useRandomGenerator FALSE
galaxyWidth 1920.000000
galaxyHeight 1129.000000
nextStarNameUniqueId 5
nextPlanetNameUniqueId 119
starCount 10
star
designName "Star0"
inGameName ""
type "RandomStar"
pos [ 389 , 253 ]
radius 100.000000
planetCount 119
planet
designName "Planet0"
inGameName ""
type "TerranHome"
pos [ 264 , 256 ]
owner "NewPlayer0"
isHomePlanet FALSE
normalStartUpgradeLevelForPopulation 0
normalStartUpgradeLevelForCivilianModules 0
normalStartUpgradeLevelForTacticalModules 0
normalStartUpgradeLevelForArtifacts 0
normalStartUpgradeLevelForInfrastructure 0
quickStartUpgradeLevelForPopulation 0
quickStartUpgradeLevelForCivilianModules 0
quickStartUpgradeLevelForTacticalModules 0
quickStartUpgradeLevelForArtifacts 0
quickStartUpgradeLevelForInfrastructure 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
planet
designName "Planet1"
inGameName ""
type "TerranHome"
pos [ 522 , 254 ]
owner ""
isHomePlanet FALSE
normalStartUpgradeLevelForPopulation 0
normalStartUpgradeLevelForCivilianModules 0
normalStartUpgradeLevelForTacticalModules 0
normalStartUpgradeLevelForArtifacts 0
normalStartUpgradeLevelForInfrastructure 0
quickStartUpgradeLevelForPopulation 0
quickStartUpgradeLevelForCivilianModules 0
quickStartUpgradeLevelForTacticalModules 0
quickStartUpgradeLevelForArtifacts 0
quickStartUpgradeLevelForInfrastructure 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
planet
designName "Planet2"
inGameName ""
type "TerranHome"
pos [ 357 , 382 ]
owner ""
isHomePlanet FALSE
normalStartUpgradeLevelForPopulation 0
normalStartUpgradeLevelForCivilianModules 0
normalStartUpgradeLevelForTacticalModules 0
normalStartUpgradeLevelForArtifacts 0
normalStartUpgradeLevelForInfrastructure 0
quickStartUpgradeLevelForPopulation 0
quickStartUpgradeLevelForCivilianModules 0
quickStartUpgradeLevelForTacticalModules 0
quickStartUpgradeLevelForArtifacts 0
quickStartUpgradeLevelForInfrastructure 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
planet
here is my template for independent colonies warning it can cause lag even with SOP
template
templateName "RandomMilitia"
subTemplates 0
groups 10
group
condition
type "Always"
param ""
owner "RandomMilitia"
colonizeChance 1
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 "0.8"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.6"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.4"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.35"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.3"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.25"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.2"
owner "RandomMilitia"
colonizeChance 1.000000
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 "0.15"
owner "RandomMilitia"
colonizeChance 1.000000
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 1.000000
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"
it can spawn up to 10 of each frigate, 10 of each hangar & gauss defence, and several repairs, 2 crystal extractors 2 metal extractors 1 civ research 1 mil research 1 culture centre frigate factory and cap factory and two constructors
harpo
Well, if every planet has
"useDefaultTemplate TRUE"
then they should appear provided you haven't modded your galaxysenariodef file. Does this happen for planets besides terranhome planets?
Nope I trying to start simple I increased the number of starts to 9 and planets to 1100 but i am getting little problems.
Tell me what do your template do? exactly i may want to use it.
the template that I posted is to create a random strength independent colony at a given gw where it is added to the template, but it has to be pasted to the end of the galaxy file.
I most often see strengths of between 4 & 7 of each of the ships/defences
harpo
hey harpo, check out DS, we can spawn starbases in independent colonies, you might want to try that out
ryat,
I have looked at DS but I could not figure out HOW you spawn your starbases, and when I stack my megasb's of hell onto DS with powerful pirates the pirates do not do more than enter the gw then VAPOURISE, you might want to INCREASE the pirates power 100-1000 times to give my SB's a workout.
even a 200,000 credit raid could not kill ONE of my megaSB's.
any you thought that the cyats were bad.
harpo
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