solomani

solomani

Joined Member # 634233
9 Posts 26 Replies 542 Reputation

"After a thousand years of peace the Trade Federation faces two threats simultaneously to its existence. Can the Federation switch to a war footing quickly enough to preserve the human race? Or will the Rule of Man come to an abrupt end on your watch ..." This is a pseudo campaign map based around the back-story of Sin using only the map editor as opposed to a full mod. The TEC controls a large and developed central federation of

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Nope. Its not that. Map has 450 planets. I think its the number of home planets. 3 or less is small 3to5 is medium 5+ is large. I am guessing but sounds right.

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Where does the game store custom maps created using the ingame map designer? Doesnt look like it puts them in the galaxy directory. Thanks.

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Doesnt seem to. I created a map with all players and still lists it as small. I created a large map with just FFA as an option and the same parameters as the Aerolian Sector and it still lists it as small. Definetly something in the map though since if I just clone Aerolian and rename it, it pops up as a Large map.

5 Replies 4,571 Views

How does the game figure out where to put the map in the "Small, Medium, Large" sections of the game? All the maps I make, no matter how big, appear in the small map selection in SIN.

5 Replies 4,571 Views

[quote]I think it uses the type setting you select for the map. Like, you can select "1v1, 2v2, 4v4, FFA" etc, and it tosses them in categories based on that.And yes, Galaxy Forge wipes all manual modifications to the map file if you open the map in it. So you should make the map first, and then do all the manual connections[/quote] No this isn't it. I tested it out by adding all options but it still lists it as a small map. Tried copying galaxy size etc from a large map like the Aero

34 Replies 33,140 Views

[quote]Another question. I added a pirate base to the game but the pirate player starts conquered the pirate base is just a colonizable planet/asteroid. Do I have to do anything else to have an active Pirate player?[/quote] Figured it out. PirateBase was slightly outside stars radius. Deleted and re-added it in Galaxy Forge and it worked fine.

34 Replies 33,140 Views

Hi, I also figured out how to lock starting positions. For example Tech always start at X, Vasari at Y etc. Within the map editor you over-ride the player name and then set that name to the homeworld on the map (as opposed to just using Player0, Player1 etc). There is a minor bug with this however. The game pretty much ignores any racial selection you make at the start screen for the map. So if you pick Advent but get placed in the Vasari location your portrait and voice for gen

34 Replies 33,140 Views

Yep, I have a whole large map with that type of setup. Manual connections should be fine, just time consuming. New question: How does the game figure out where to put the map in the "Small, Medium, Large" sections of the game? All the maps i make, no matter how big, appear in the small map selection in SIN.

34 Replies 33,140 Views

After some experimentation I got phaseline wormholes to work using this entry: interStarConnectionCount 1 interStarConnection starIndexA 0 planetIndexA 1 starIndexB 1 planetIndexB 1 spawnProbability 1.0 type "PhaseLane" However if you use the Forge and save the map again it deletes all the interStarConnectionCount. Would love to figure out how to use this for star to star connections just cant see how. Though manual connections is workable a

34 Replies 33,140 Views

Again, thanks Annatar. You have been immensely helpful to this noob modder. I opened each map in Galaxy Forge and didn't see any connected stars. Unless you are thinking about a custom map from Stardock downloads? I'll experiment in Galaxy-forge and see if I can get it working. But let me know if you come across something. I cant be the first person to ask about this (I guess). Really dislike the one star/50 planet setup.

34 Replies 33,140 Views

Thanks Annatar11, a few question/answer responses: 1. Actually I figured this out by using templates within the galaxy file. Seems to work fine with one minor bug (non gameplay). 2. Bummer  3. See 1, but I’ll check the entity file out. Maybe more versatile. 4. But is this possible? The reason is that I have a map with 40 stars, 20 of which start owned by TEC. But without phase lanes the TEC player cant even get to them until he has the right research done, and without

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What I would like to know is the following: 1. How do I start the Advent player with a ready made fleet? 2. How do I start the Vasari player with tech already researched (for example access to Long Range Jumps)? 3. How do I start any player with buildings already built? 4. How do I create phase-lanes between stars (not wormholes, phase lanes and not planets but stars)? I believe I can do all of this within the galaxy file via notepad, no need to actually mod anythin

34 Replies 33,140 Views

I cant see how to do this. Cant seem to modify global templates nor add information to new templates. All I get in my map info is this: template templateName "Vasari Migration Fleet" subTemplates 0 groups 0 template templateName "The Advent Invasion Force" subTemplates 0 groups 0 Still a work in progress?

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[quote]I went to the download page and I can only see forge and particle engine. No tools that you mentioned.[/quote] Ignore. Found them. Didnt register since they had BETA in there name. Thought it was the new patch.

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[quote]interStarConnection starIndexA 0 planetIndexA 15 starIndexB 1 planetIndexB 6 spawnProbability 1.0 type "Wormhole"[/quote] Can I use this to create Phaselanes between actual stars directly? Basically I am creating a map where one player starts with an undefended Empire but has interior lines for defense (the phase lanes between stars) without needing the interstellar travel research. Would it be something like: interStarConnection starInd

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Also, how does the game know if the map is small, large etc? Is that something you set or something it calculates? And is it possible to create phaselines between stars using a text editor? Thanks.

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Thanks for your help. Will need to troll the forums as well. The beginners guide doesn't really go far enough for what I want to do. I went to the download page and I can only see forge and particle engine. No tools that you mentioned. Regarding fleets and techs. I wasn't so much after what a player could do potentially but what each race starts with. For example I want the Vasari to start with a fleet and the tech that allows inter solar system travel. Are they all in th

7 Replies 5,565 Views

Thanks for the reply. That's a shame about the starting location since one of the maps I was working on its important. I wanted to build a map based around the cinematic - so the TEC player starts with a large empire (undefended) while the advent/vasari start with a single system/planet but with a large fleet and resources. Doesn't really work if the Advent player ends up starting at the TEC starting position. These entity files are these entries in the galaxy file or something separ

7 Replies 5,565 Views

Hi guys, Working on a simple Moo2 mod/map that has Orion at the centre of the map with a guardian vessel. Two things I'd like to do but dont know how. 1) I'd like to make the world special, for example a terrain world with double the pop level. Is this possible? 2) I want there to be a powerful Guardian capital ship that will take a fleet to destroy it. Is this possible? For example can I deploy a Kol battleship there with double combat stats? A few ot

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XP pro, sp3. Drivers are 175.19 (ie the latest). Turned out to be something running in my tray. Funny it only affected performance 4 hours in. Won after 11 hours :) Thanks for the reply all.

8 Replies 16,791 Views