Planetary modding questions

Ufnv
SoftWarWare
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Re: Planetary modding questions

Post by Ufnv » Thu Apr 14, 2016 10:34 am

freifrei wrote:Is it possible to add tech-locked resource bonuses or additional building slots?
Yes, it's possible but requires me some changes in code.

Maybe the easier way for now is to add a new building type that will unlock with some science, like the same factories, even with the same image and description, but unlocked with some tech, so it will appear as an extension of existing buildings.

freifrei
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Re: Planetary modding questions

Post by freifrei » Thu Apr 14, 2016 11:32 am

Ufnv wrote:Maybe the easier way for now is to add a new building type that will unlock with some science, like the same factories, even with the same image and description, but unlocked with some tech, so it will appear as an extension of existing buildings.
Then, what about AI and auto-governor policies? I believe policies are non-moddable atm as well?

Ufnv
SoftWarWare
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Re: Planetary modding questions

Post by Ufnv » Fri Apr 15, 2016 10:17 am

freifrei wrote:
Ufnv wrote:Maybe the easier way for now is to add a new building type that will unlock with some science, like the same factories, even with the same image and description, but unlocked with some tech, so it will appear as an extension of existing buildings.
Then, what about AI and auto-governor policies? I believe policies are non-moddable atm as well?
Right, they are not moddable because they are not templates but algorithms. And thus AI will have no problems using new buildings.

freifrei
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Re: Planetary modding questions

Post by freifrei » Fri Apr 15, 2016 2:19 pm

Ufnv wrote: Right, they are not moddable because they are not templates but algorithms. And thus AI will have no problems using new buildings.
Awesome. Thank you for clarifying.

Flef
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: Planetary modding questions

Post by Flef » Mon Apr 18, 2016 11:06 am

I worked a bit this weekend. It doesn't left much things to do for me apart creating unique palettes for the planets. But I have a few questions on the effect of some parameters. Let's call that fine tuning.


Code: Select all

Position Hot,Middle, cold
does it really works as I understand or is it obsolete?

Code: Select all

Prefer "M" BigSize 0 
         "A" AnySize 1
         "B" AnySize 2  "O" AnySize 2
         "F" AnySize 3
I don't understand Bigsize 0, anysize ,1,2,3 etc...
"Prefers M" refers to the star class. I guess It implies a higher probability of existence. Is a way existing to prevent a planet from being generated around a star type?

Flef
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 38
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Re: Planetary modding questions

Post by Flef » Sun Apr 24, 2016 3:21 pm

New planets
Cryogenic Water Worlds. Planets that would allow a lot of Hydroponics.

Image

Selena. Typically the Iron planets. They are simply made of metals. In conclusion extraction is some how easy on these worlds. But... life is never simple. The more dense are the planet the closer to the stars they tends to be. Meaning that the colonisation can be made only with radiation resistant domes. Logans get a edge with that. Be careful.

Image

Temperate carbon planets. These planet are covered with a dense atmosphere full of gases like methane and possess oceans of liquid hydrocarbons. Enjoy a world full of oil.

Image

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