Can't find precolonized planet files

As the title says I can't find the precolonized (as in the neutral colonies you can put in, in the in game map editor) planet files. I have spent well over 9 hours looking an relooking for the files containing the info on what ships and structures are at precolonized planets. (I'd like to increase the amount, so there are bigger fights and to make it harder to gain control of that planet)

Any help would be nice.

6,727 views 10 replies
Reply #1 Top
Precolonized files are in the map file itself.

randomizerParams
starPosOffsetRange
minPercentage 10.000000
maxPercentage 15.000000
playerParams
startingCredits 3000
startingMetal 800
startingCrystal 250
homePlanetType "City"
homePlanetStarRadiusRange
minPercentage 1.000000
maxPercentage 1.100000
areExtraPlanetsColonized true
extraPlanetsMaxRadius 15.000000
extraPlanetsRadiusRange
minPercentage 1.000000
maxPercentage 1.000000
extraPlanetGroupCount 5
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "City"
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "City"
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "City"
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "Industrial"
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "City"
Reply #2 Top
My guess for what your looking for is the last 30% of the GalaxyScenariodef.GalaxyScenariodef file, which defines all the Local Milita fleets amongst other things (atleast one entry references buildings)
Reply #3 Top
The GalaxyScenarioDef.GALAXYSCENARIODEF file, in the GameInfo folder is the one you want. Near the bottom, there is a load of templates for each planet type.

Just don't forget to change the Count number. Good luck.
Reply #4 Top
I mean instead of a planet having 3 Heavy cruisers, 4 Light Frigates, 2 hanger bays, 5 Defence platforms, i want to change it to 9 heavy cruisers, 17 light figates, 4 hanger bays, and 10 defence platforms at a planet. I have a map I made called "war for the colonies", where the starting star has few precolonized planets and little resources, but a star rich in resources is one jump away, but every planet there has been precolonized by NPC's (not AI just a random group that owns a planet but does nothing.) but often times it is extremely easy to steamroll them and it defeats the point of the map. So I'd like to make it so those planets have a huge fleet of frigates sitting there waiting for a player to come challenge them.


EDIT: Thanks - Uzii -
Reply #5 Top
Damn, I'm so slow, I couldn't even edit my own late post. :D

Edit: You will probably need to put this into a mod and activate it. Or backup the default file and edit that.
Reply #6 Top
ah, it would seem i misunderstood the OP, anyhoo~
Reply #7 Top
I screwed something up as I get a runtime error at startup.

This is what I Changed:

group
condition
type "PlanetOwnerIsMilitia"
param ""
owner "PlanetOwner"
colonizeChance 0
items 40
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:Light"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:LongRange"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:AntiFighter"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:Frigate:Heavy"
item "Tech:CapitalShip:Colony"
item "Tech:CapitalShip:Support"
item "Tech:CapitalShip:BattleShip"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"
item "Tech:Module:GaussDefense"

item "Tech:Module:HangarDefense"
item "Tech:Module:HangarDefense"
item "Tech:Module:HangarDefense"
item "Tech:Module:MetalExtractor"
item "Tech:Module:MetalExtractor"
group


I didn't touch anything else in the file, and I don't see any typos in the code.
Reply #8 Top
I'm just off, but did you change the count number? No time to count myself, soz. Just make sure how ever many things you added, goes on top of the items # at the top of the list. Good luck
Reply #9 Top
Found the problem, I acciendently inserted a blank line when I was adding stuff.
Reply #10 Top
Lol, I thought that was intentional, so you showed what you edited. Good to see you found the error, I always find that is the best way to learn, rather than someone else finding it.