Galaxy Forge: change number of mineable asteroids?

How can I do it?

I've been searching everywhere and can't find an option or a tutorial on how to modify the number and content of the asteroids around the planets. Is there a way to do it?

7,310 views 11 replies
Reply #1 Top

Nope; it's randomly determined when the game starts.

Reply #2 Top

well thats an epic fail. so which planet type tends to have the most "randomly generated" number of asteroids? im trying to make an awsome map and im trying to make a heavily contested resource rich area thats hard to access.

Reply #3 Top

Isn't it something you can do with the planets themselves? I know there are certain "custom planets" that are put into mods and whatnot that will only get certain kinds of asteroids and things like that. From the looks of it this is done by changing the entity file for the given planet. You could simply make it so something that you can naturally "avoid" choosing from the "random" planets selections and not create a new planet (but you'd have to make sure to make a new mod folder and do the changes in there or whatever, lol...and load the mod before you use the map or it'd use the "base values"). Alternatively you could just set it up so that it is only in Asteroid Belts that you get all the "extra resources" (which makes sense in a sense, given all the extra asteroids given that it's a...y'know...asteroid belt XD), but it all depends on exactly what you wanna do and how you wanna do it, I guess.

I'm not sure whether you're trying to make just ur planets have a lot of asteroids, or if you're trying to modify the planets as a whole so they get more resource asteroids.

Maybe make a copy of a "regular planet" (I dunno the details on everything that'd need to be done, lol) and modify the contents of it so they have more asteroids in that type of planet, and somehow make it so it can be used in galaxy forge and then do what you wanted to do with it. I don't know the details on that off the top of my head, but I'm pretty sure there's at least one thread in this forum area that explains how to do it.

Reply #4 Top

well thats an epic fail. so which planet type tends to have the most "randomly generated" number of asteroids? im trying to make an awsome map and im trying to make a heavily contested resource rich area thats hard to access.
End of quote

Asteroids, Terrans, and Deserts have 2-3 asteroids, volcanics and ice planets have 2-4.  Asteroid belts, space junk, gas giants, and plasma storms have 0-3.  Other gravity wells never have resources. 

The best way to add resources is to fill out the area with a few extra asteroids.  Roids are cheaper to colonize than full-sized planets, give negligable tax income, but grant the same resource income as full-sized planets.  Other than this, you really won't find a big difference between the four colonizable planets.  You could also try filling out the area with uncolonizable gravity wells, but place too many and this unfairly advantages Vasari, who can get to them earlier with their speedy scouts.

I have the same issue as you when I'm making maps; there is just too little fine control.  For my purposes, it's creating balance between players for multiplayer maps, for your purposes it's controlling the resource density in specific regions.  Either way, we just don't have that level of control with galaxyforge.

I know there are certain "custom planets" that are put into mods and whatnot
End of quote

I'm certain you could do something with a mod, but this would be dependent on running your mod to use the map.  If you want a stand-alone map, this is not feasible.

Reply #5 Top

It's always struck me as being rather silly that Galaxy Forge or the game's engine will not allow mappers to specify the number of resource rocks in a gravity well.

Reply #6 Top

Quoting DirtySanchezz, reply 5
It's always struck me as being rather silly that Galaxy Forge or the game's engine will not allow mappers to specify the number of resource rocks in a gravity well.
End of DirtySanchezz's quote

The only thing I can imagine when it comes to that is..."hindsight is 20/20" and there's also the fact that there was probably no way for them to properly get everything people wanted to be able to modify into the game...without making the data TOO open (it's already extremely open as is, lol).

Time and code constraints, maybe? /shrug

To the other person above this post I quoted...ur right, it would "rely" on having to have the mod...however...it might be the only way to actually pull off what the OP actually wants to do. :(

Reply #7 Top

ok new question, i finished the map and saved it to the "galexy" folder but it wont appear in the galexy forge or any other catagory of in game maps. where do i need to put it?

Reply #8 Top

c:\users\<username>\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge

Note that Galaxy isn't spelled with an "e"

Appdata is a hidden folder; you'll need to reveal them from control panel->folder options.

 

My map pack has an auto-installer that will put the stuff in the right directory, which should help you find it:

https://forums.sinsofasolarempire.com/365777

Reply #9 Top

Quoting DuneManta, reply 7
ok new question, i finished the map and saved it to the "galexy" folder but it wont appear in the galexy forge or any other catagory of in game maps. where do i need to put it?
End of DuneManta's quote

WHICH version of galaxy forge did you use?

WHICH version of sins/entrenchment/diplomacy are you trying to use the map in?

harpo

 

Reply #10 Top

Quoting harpo99999, reply 9



Quoting DuneManta,
reply 7
ok new question, i finished the map and saved it to the "galexy" folder but it wont appear in the galexy forge or any other catagory of in game maps. where do i need to put it?


WHICH version of galaxy forge did you use?

WHICH version of sins/entrenchment/diplomacy are you trying to use the map in?

harpo

 
End of harpo99999's quote

newest version of forge, and i know it wont work on regular sins, its 1.05 so i can play 7 deadly sins. the others are all up to date

Reply #11 Top

galaxyforge 3 is for sins 1.15+/entrenchment 1.00+/diplomacy 1.00+ NOT sins 1.05. for maps for sins 1.05 you NEED galaxyforge 1.05.

there have been FOUR versions of galaxyforge (1.01 for sins 1.01-1.04(mapversion 0))(1.05 for sins 1.05-1.09(mapversion 1))(1.10 for sins 1.10-1.12(mapversion 2)) &( 3 for sins 1.15+(mapversion 3)

the differences ARE the map file formats and some 'improvements' in the user interface.

for sins 1.05 you NEED the mapversion 1 version of galaxyforge.

your good luck is sins is smart enough to ignore maps in mapversions it does NOT understand.

if it did not then it WOULD MINIDUMP on attempting to load maps, and unless you are either a programmer OR technician with porgramming experience you will either CURSE the game and swear off the game or if logical would remove the map that was last added.

in the map formats the changes between mapversions 0 1 & 2 are ONE line added to each from the previous, BUT in mapversion 3 it is approx 6+ lines PER GW AND player, so is a MAJOR difference.

and another MAJOR difference is all sins version prior to 1.16 used the games install folder's galaxy folder for galaxy forge maps AND the ironclad maps, while the sins 1.16/entrenchment 1.01/diplomacy 1.0 AND LATER ALL use the user space galaxyforge folder for galaxyforge maps.

harpo