questions bout modding

a question or 3 about the precepts that i hope the experts can answer

before i dive into the info on how and what can be modded, Would you all mind if i could ask you if it's possible?

can i mod the flak turrets option to also include them on Gauss cannons?(as well as the same concept for the other race tac structures)?

can I mod that instead of tac slots and logistic slots, each structure from either tac. or log uses 1 pop from that planet(IE: if planet has a current population or 30 then 30 structures i can have around the planet)

instead of using fleet supply and command points, could ships also use population numbers(like above) and i could still use the fleet logistics for different levels of ships or whatnot.

can i rework superpower guns to "create" random events, instead thier not random.(IE the Novalith cannon no longer shoots a Super Nuke, but instead creats a "magnetic storm" within the gravity well for like 5 minutes etc but it disapeates and doesnt move around froim system to system

can i make all planet exploitation lvl 1 tec, with like 10 upgrades to each one, whereby each upgrade gives a 20% population increase(a 200% increase at lvl 10) as well as give bonuses and minuses for races on certainb worlds(IE tec loalists get a 10% bonus to terran worlds and a 10% minus to volcanic worlds while the tec rebels get a 10% minus to terran worlds and a 10% bonus to volcanic worlds)



lot of quyestions there, hopefully you guys will be able to answer them please.


and thankyou for any help your able to give.

7,797 views 13 replies
Reply #1 Top

can i mod the flak turrets option to also include them on Gauss cannons?(as well as the same concept for the other race tac structures)?
End of quote

Yes, but whether or not you must modify the model of the structure first to give it weapon hardpoints (or if the game will allow you to just specify a random point on the mesh), I don't know.

can I mod that instead of tac slots and logistic slots, each structure from either tac. or log uses 1 pop from that planet(IE: if planet has a current population or 30 then 30 structures i can have around the planet)
End of quote

I don't believe so.  However, you can mod the number of Tactical/Logistical slots the structure uses (including 0... you might even be able to do fraction) as well as how many each planet has.

instead of using fleet supply and command points, could ships also use population numbers(like above) and i could still use the fleet logistics for different levels of ships or whatnot.
End of quote

Again, for population, I don't believe so.  But again, you can modify the amount of fleet supply used by the ships (but not the command points) and can modify the max available fleet supply and command points.

can i rework superpower guns to "create" random events, instead thier not random.(IE the Novalith cannon no longer shoots a Super Nuke, but instead creats a "magnetic storm" within the gravity well for like 5 minutes etc but it disapeates and doesnt move around froim system to system
End of quote

I'm pretty sure this is possible.

can i make all planet exploitation lvl 1 tec, with like 10 upgrades to each one, whereby each upgrade gives a 20% population increase(a 200% increase at lvl 10) as well as give bonuses and minuses for races on certainb worlds(IE tec loalists get a 10% bonus to terran worlds and a 10% minus to volcanic worlds while the tec rebels get a 10% minus to terran worlds and a 10% bonus to volcanic worlds)
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Are you talking about the researches in the civilian section that increases max population of a planet type?  Yes, however, your negatives would have to be a part of those researches, too, as I don't believe you can make that a part of the default racial bonuses/penalties.

Reply #2 Top

Quoting furyofthestars, reply 1
Yes, however, your negatives would have to be a part of those researches, too, as I don't believe you can make that a part of the default racial bonuses/penalties.
End of furyofthestars's quote

To expand on this, you'd have to say have a research item for each race that has the attributes you want to change, such as a max population, and then give it a negative baseValue.

Reply #3 Top

Excellent, thankyou for the heads up.  Just didn't want to delve into the modding tutorials and whatnot just to find out what I want is rather impossible.

 

thankyou again for the info peeps.

Reply #4 Top

Provided you mean what I think you mean...

Yes

Yes

No

Yes

Yes

Reply #5 Top

I'm on my phone so i can't edit posts...

Anyways, as I think about it, I think the third is possible too. Upon spawning a ship, give it a buff that then gets sent to the planet. The planet loses one point of population. Then have the planet bounce this back to the ship and have it have an on death action that removes the buff from the planet that reduced its population.

Reply #6 Top

Quoting Volt_Cruelerz, reply 4

Provided you mean what I think you mean...

Yes

Yes

No

Yes

Yes
End of Volt_Cruelerz's quote

I think you're not understanding him right.

Reply #7 Top

Which do you disagree with?

Reply #8 Top

Quoting Volt_Cruelerz, reply 7

Which do you disagree with?
End of Volt_Cruelerz's quote

Tying anything to the current population of your planets.

Reply #9 Top

Quoting GoaFan77, reply 8


Quoting Volt_Cruelerz, reply 7
Which do you disagree with?

Tying anything to the current population of your planets.
End of GoaFan77's quote

You couldn't do it literally numerically, but you could capture the spirit of it.  Every time you construct a new structure, you apply a buff to the structure that in turn applies a buff to the orbit body which uses the entityModifier PlanetMaxPopulation to knock down its population by X%.  This buff would then send one back to the structure that would apply the a buff back to the planet upon death to remove the buff it previously applied, thus returning the max population to normal.

Reply #10 Top

Quoting Volt_Cruelerz, reply 9


Quoting GoaFan77, reply 8

Quoting Volt_Cruelerz, reply 7
Which do you disagree with?

Tying anything to the current population of your planets.

You couldn't do it literally numerically, but you could capture the spirit of it.  Every time you construct a new structure, you apply a buff to the structure that in turn applies a buff to the orbit body which uses the entityModifier PlanetMaxPopulation to knock down its population by X%.  This buff would then send one back to the structure that would apply the a buff back to the planet upon death to remove the buff it previously applied, thus returning the max population to normal.
End of Volt_Cruelerz's quote

Yeah, but how does that stop you from building structures or ships if you have no population?

Reply #11 Top

Quoting GoaFan77, reply 10


Quoting Volt_Cruelerz, reply 9

Quoting GoaFan77, reply 8

Quoting Volt_Cruelerz, reply 7
Which do you disagree with?

Tying anything to the current population of your planets.

You couldn't do it literally numerically, but you could capture the spirit of it.  Every time you construct a new structure, you apply a buff to the structure that in turn applies a buff to the orbit body which uses the entityModifier PlanetMaxPopulation to knock down its population by X%.  This buff would then send one back to the structure that would apply the a buff back to the planet upon death to remove the buff it previously applied, thus returning the max population to normal.

Yeah, but how does that stop you from building structures or ships if you have no population?
End of GoaFan77's quote

It doesn't, it just makes it impractical.  Likewise, you could decrease a planet's trade efficiency for every structure built.  True, you could end up with over-fortified border worlds, but those could be resolved by going a different route and just making each structure have a literal drain on the economy by giving a negative value to EarnResources.

Reply #12 Top

Volt, you are correct in that you could do that, but the way I read his post was he was meaning the planet population to act exactly how fleet supply/Tactical-Logistical slots do right now.  Thus, you couldn't build ships/structures you don't have the population for.  Yeah, it would be impractical to build more than you have pop for (or even close to it), but I don't think the AI would realize that....

Reply #13 Top

You'd have to have the AI play on a normal faction while you played on the modded faction.  Lol...  otherwise the AI would incur one heck of a war debt.