Planets with moons...

I was wondering if there was a way or suggestion so I could add moons to planets much like the game dose the extra planets for the player home planet. Could I change the planetResourceSetupInfo, adding the moons in place of the asteroids-but then how would I have them outside the planets' g-well? Another thought was to figure a way to use that section of code for the player start home planet that adds the extra planets from the GalaxyScenarioDef? Then my question becomes, where? Do I add it to the planet entity files themselves or work it into the Galaxy...?

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Reply #1 Top

You can manually change each of the asteroids into moons.

I have been playing with the idea that instead of replacing the asteroids as moons change the mesh of one planet to include a moon, or do it the cheap way, create a map for yourself using the distant stars mod to create a planet with a nearby moon (it has a moon planet, and a moon planet type) remove the asteroids, strip the logistical slots, strip the health research, strip or keep the planet pop research, and most of all strip the defensive and the starbase capabilities for the moon planets and then manually using the map creator planets the moons and create a map.

Reply #2 Top

adding planets is a lot of work. There is the planets.entity -> entity.manifest -> planets.mesh -> 2 planet textures. Then the 3 or 4 brush files to point to the 10 or so new icons that are in other texture files. I have added binary planets with more population and planets with moons but they are just eye candy with a planet bonus. Then the new planet has to be added to the galaxyscenariodef in the orbit body type and planet type with new strings that point to the string file.

Get XSI modeling program and make the resource asteroid a moon instead. Again a lot of work.