Galaxy Forge questions need a tad bit of help not much though.

So here are my few questions I can't seem to find them any where so I am just gonna post them here.

 

First off on the template screen when your setting up how you want your planets to be stocked with. Which one exactly spawns like extractors and such and which one is for the miliitas to defend them? I checked on like psi phase and I can't seem to get them to set properly. Also along with this how do I up the number of extrators on a planet? To like 5 I added 5 phase:crystal extrators and all i got was 3 to spawn how do i change this?

6,244 views 9 replies
Reply #1 Top

First of all, you can't spawn any more extractors than there are resource asteroids at a planet. For example trying to spawn crystal extractors on a Volcanic planets is never going to spawn anything as Volcanic planets cannot have crystal asteroids.

If you want to make custom militia for a planet, the way I do it is to make a group of ships as normal and set the owner to no owner. Remember the planet name. Then save the map and open in in Notepad. Find that planet and below it should be the group of units you added. Change NoOwner to RandomMilitia, then save. This is because for some reason the Pirate and RandomMilitia owners were not included in GalaxyForge so you have to do that manually.

Reply #2 Top

Ok i understand the militia part but I guess you miss understood what I meant by extractors. I know ice can only have crystal. What i was saying is... I added 5 crystal extrators to a Ice planet template and only 3 poped up. How do I change this? Also what are the difference between Psi,Tech,Phase in the template editor?

 

Also i forgot to add that I just want some random defenders on the planets.. not actual militia colonies. I just want the random defenders like most planets have.

Reply #3 Top

My bad I worded it wrong.... lol What i mean by extrators is how do i increase the amount of mineable astroids on a planet or like asteroid belt....

Reply #4 Top

Quoting ZarX88, reply 2
Also what are the difference between Psi,Tech,Phase in the template editor?
End of ZarX88's quote

Psi is the code name for Advent, Phase is Vasari, TECH is the TEC. Internally this is what all the races are called.

Quoting ZarX88, reply 2
Also i forgot to add that I just want some random defenders on the planets.. not actual militia colonies. I just want the random defenders like most planets have.
End of ZarX88's quote

That is what I described. The only difference between "random defenders" and militia colonies is that the colonies are colonized, defenders are not.

Quoting ZarX88, reply 3
lol What i mean by extrators is how do i increase the amount of mineable astroids on a planet or like asteroid belt....
End of ZarX88's quote

Not possible with the GalaxyForge. The number of asteroids are determined at random based on the planet type. The only way to change that is to modify the planets directly, which will effect every map.

Reply #5 Top

Quoting GoaFan77, reply 4

Not possible with the GalaxyForge. The number of asteroids are determined at random based on the planet type. The only way to change that is to modify the planets directly, which will effect every map.
End of GoaFan77's quote

I believe if you code in your own neutral and capturable resource asteroid, and give it a proper GalaxyScenarioDef entry, that you can insert those ones in via the GF. As it stands now, correct me if I am wrong, but it is possible to insert resource extractors just like any other structure, I don't see why this wouldn't work with a neutral resource asteroid.

Reply #6 Top

Quoting Lavo_2, reply 5
As it stands now, correct me if I am wrong, but it is possible to insert resource extractors just like any other structure, I don't see why this wouldn't work with a neutral resource asteroid.
End of Lavo_2's quote

The problem is that neutral resource are automatically built by default. There is no reason to make anymore, as every neutral asteroid already gets an invincible captureable extractor.

Reply #7 Top

lavo-2 & zarx88, you would have to create your own mod with altered planetTYPE.entity's with the number of resource asteroids that you want for the planet type, and then you could have the number of extractors at the planets you want, just as you can alter the number of starbases & mines that can be at the planets the same way, BUT this is the ONLY way to alter the numbers of extractors,starbases,mines, logistics and tactical slots for planets.

harpo

 

Reply #8 Top

Quoting GoaFan77, reply 6

The problem is that neutral resource are automatically built by default. There is no reason to make anymore, as every neutral asteroid already gets an invincible captureable extractor.
End of GoaFan77's quote

Hrm. After attempting to code one in (the things we do out of boredom at midnight...), the game gives me an error and refuses to spawn them when asked to put them into an owned planet. For an Asteroid Belt it gives me no issues, however, it simply doesn't spawn the mines. Good call.

Reply #9 Top

Ah ok harpo thanks. Yea i am just trying to make some good 2vs8 maps for me and my friend with diff things and such.