Total Conversion mod for Galactic Civilizations 2: Twilight of Arnor in development. This mod is based off of the game Star Fleet Battles/Federation and Empire. A variation of Star Trek but combined with lots of different source material.
Published on May 14, 2008 By USAF_Ronin In Modding
Anyone try to make a star system with more then 5 planets?  I know how to make custom worlds and all that but I never tried for more than 5.

Reason I'd thought it would be cool to make a star system with all 12 of the human colonies in Battlestar Galactica.  But to be perfectly honest I don't know if each planet:  capria; toran; and so on were all in the same star system or on multiple star systems.  The show was never clear on this.

Comments (Page 2)
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on May 16, 2008
Cool rendition of a nearly TOPO5Min style of file with some Alpha channel blended in & transparency tricks!
This is in fact basicly the same approach i'm trying to use for the Fantastic-4's Invisible Woman appropriate planet. The CoSH mod is slowly becoming a real blast for graphics - the highly complex 12 new tech trees will be a bit more involving though.
on May 16, 2008
Cool rendition of a nearly TOPO5Min style of file with some Alpha channel blended in & transparency tricks!


thanks I think!!....    Like most your description
and stuff!!! AH!!! what you just say!!! I don`t understand it!!!

the techno Jargon of it all I don`t know I just play with the map till I see something I like !!!!

I know this post show how Dum I am

Nasty

on May 16, 2008
Bof, ya know what matters much more to us is the actual results you are able to create.
But, you certainly aren't "Dumb"... to me and, i'm sure to many others.
on May 16, 2008
btw, in post #6 above - i'd have a question if you don't mind;

- The purplelish ring is tied with Planet *0.7 WKS* in the middle, or what?

Cuz, that orbital value would need to be a LOT bigger than the default "maximum" as it is described by SD's staff.
on May 16, 2008

Planet name EXODUSS ZERO


Ring INFO

999

as long as said planet is in the middle tile as you put it the 999 orbit works that way !!

Nasty

on May 16, 2008
ERR Darn Edit Button !!!!


Ring INFO

XOrbitX999X/OrbitX

Change X the Arrows,... Lesser and Greater

Nasty

on May 17, 2008
Holy'moth'half'baked'cookie'slick trick if there's ever one!

The 0.7wks was for the surveyor ship ETA!

If a planet is dead smack middle of a sector @ 7,7 coordinates its ring could be drawn up to a full 9 parsecs away!!

I really do have to give this whole editing power info a try, i can already see my UFO moons riding on some wacky wild paths on some XW maps.

Any OTHER interesting stuff you'd like to share with us - cuz, that IS exactly what any modder in his right mind would bend a 10.999 inches iron bar for.

And, have you had any chances with the tilt1 & tilt2 options for moons? In my games, the pathways differ from what gets animated in the map editor UI.

Please?
on May 17, 2008
Before i forget, too.

Ya know Cordelia & Vizzard stars in post #5... well, i gave 'hem the low value treatment by assigning 1 for size - and i can happily say that when my game is zoomed @3, i get to look at two tiny-biddy-willy red DOTS that blend right in the galactic background as if they were *strange space phenomemons* with a name (since, i already tried a space for it and the game crashed on me) !!

Although, Yellow Stars from the Editor are Green when displayed ingame, Red are Yellows, etc. Must be a code glitch -- to be fixed by SD.
on May 17, 2008
Ya know Cordelia & Vizzard stars in post #5... well, i gave 'hem the low value treatment by assigning 1 for size - and i can happily say that when my game is zoomed @3, i get to look at two tiny-biddy-willy red DOTS that blend right in the galactic background as if they were *strange space phenomemons* with a name (since, i already tried a space for it and the game crashed on me) !!



let me try something !!!
on May 17, 2008
And, have you had any chances with the tilt1 & tilt2 options for moons? In my games, the pathways differ from what gets animated in the map editor UI
Please give more INFO on what you mean or are after here???

OK here we go you`ll see sol in the middle with 5 planets!!

the star systems left and right of it both has more then 8 planets assign to them so they do not show !!



so if I tell the map that there is XX planets and 1 star and assign 5 planets to the home star that will show and assign XX planets that are left to another star name it may do the same as i have on the map !!!



another thing if i make a planet size smaller then 5 it does not show up on the map so i wonder if i make planet size 1 with a moon would it rotate around it even tho it looks like it is not there ??? I`ll try it
on May 17, 2008
Edited

Nasty
on May 17, 2008
another thing if i make a planet size smaller then 5 it does not show up on the map so i wonder if i make planet size 1 with a moon would it rotate around it even tho it looks like it is not there ??? I`ll try it


any thing smaller then a 4 game crashes

Nasty

on May 17, 2008
...the tilt1 & tilt2 options for moons? In my games, the pathways differ from what gets animated in the map editor UI

--Please give more INFO on what you mean or are after here??


These Tilts can create a sort of "Slingshot" trajectory effect to the edited moon;

so i simply edited the test *Moon Rider* planet with those

(SatelliteSize)10.0000(/SatelliteSize)
----(Orbit)200.0000(/Orbit)
----(OrbitSpeed)0.5000(/OrbitSpeed)
----(Tilt1)-10.472(/Tilt1)
----(Tilt2)26.18(/Tilt2)

Orbit seems to cap out at the 50 maximum & so, gameplay didn't use the 200 above.

Normal tilt values were decimals (#1 was -0.010472 in fact when the default sliders were being used as they should)) instead of an integer. So i wanted to test if the actual loooooong elliptic path (AS it was animated in the map editor) could be reproduced exactly as i needed during games.

The cool thing being that this Moon was entering the Star Corona, looping back out towards its planet swinging underneath the blue_selector and on its returning path, hovered above the same blue_selector -- thus, heading at the Sun Corona for one more skimming burnt hell... Knot completed & starts all over again!! BUT, in the editor only.

Multiplying the values by 100% - had no effect and the usual boring circular path was still showing up in game.

What does it really take to force a Moon to simply react as designed?

Sadly, if this is only a show-off by coders to amuse us they might as well scrap the Tilt-S option since the game itself can't pick edited stuff (improper values or bugged process, btw) -- unless, i am missing some important information.



on May 17, 2008
....any thing smaller then a 4 game crashes Nasty


Meaning Planets cannot be sized BELOW 4 (which in fact, would be 4% of the Star itself *or* a fixed propertion made up of an abstract mathematic value comprehensible by the Map Editor only?)!

Arrrrgh, at least we can have Stars with 1, only.

Lotsa of other try-out & errors testing to do to understand & exploit the Editor mysterious settings since we don't actually have true help within the UI.
This utility needs a complete and solid overhaul if you ask me. It works, but it certainly should perform way better than it is.

I just want a simple spreadsheet in it, to reduce micman clicks to a reasonable level... AND, some rundown over the exact values for a number of key items.

Besides, why shouldn't it be possible to read any customplanets.xml files and insert Rings, Sizes, ownerships to a randomized map (for location & distribution reasons only) and be done with it?

Right now, all i really want to do is to create_make_edit three different maps for X-Worlds; UFOD_TFTD_APOC sort of an introduction to the Mod assets by displaying the concept all at once. Heck people could even actually PLAY on those if i'd throw in a few tactical spots and a bunch of different fleets.

As it is now, the editor would enforce me into a typing nightmare for three weeks. Let's see -- 13 races per theme, 4 to 5 planets each, room for 8 Minors maximum, some colonizable empties... yup, SD coulda made my modding life easier.

Arrrrrhgh, again.
on May 17, 2008
yeah the editor does more with the moon then the game does

Nasty
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