OK... So that might not be possible, but I still think it would be neat to add the options of starting on a small planet ("PlanSize -= 1" for say), Average ("PlanSize +=0" or still size 6), Large ("PlanSize +=1" maybe size 7), and Huge ("PlanSize +=2" or size 8).... I've created some amount of stuff within the Racemodifiers.txt and wsRaceDesc.txt ("commented" out in whatever way needed) as I try to find all the tags that would need to be delt with.... The only one I don't remember seeing anywhere is the one that says what the starting planet size is, so maybe that's hard-coded for ALL of them as you said....
Now... What I did for starting mineral richness by trying to add that "Very Rich" choice actually works as far as getting the choice to do what it's supposed to do... But, the description area I described in my last post won't "connect" right, as well as the description in the center which would read "Very Rich" next to a radio button... (forgot to mention that before...) But, chosing that still did it's job... What I did to the swRaceDesc.txt was try to add "\*VRich Very Rich" and "\*RPLANEMV Sets your ...." for the description lines... Then I added the collumn in racemodifiers.txt with the ColumnHeadingsStart=Very Rich , kUnicode=VRich , and the kUnicodD=RPLANEMV with appropriate values for point costs for each race below that like the other collumns.... So... Everything looks right, but I'm still missing something somewhere and have no idea where to look at this point... I figure that if I can get this right, there's a lot more I could do with it...
The next thing to figure out after that is adding totally new techs to what's in the game... Such as not seeing stargates (from MOO2) in it for some reason, or wanting to add a warp interdictor (also from MOO2) just to name a couple of my ideas.... Also... The game can be pretty long, so why have the techs stop at level 50?? Why not see about creating new logical advances that go up to 60 or 70?? ...and I'm not talking about changing the levels of what's already there, either....
These are the kinds of things I've been thinking about, including new tech ideas that I haven't even mentioned, yet....
I'm actually beginning to give the idea of giving up on this whole modding adventure and just play this thing "as is" as long as I don't screw it up in such a way that it quits running...... But I could always re-install it if I do and don't know what I did wrong....
Ever hear of Space Empires 4?? That's a game you could easily do all the kinds of things I'd like to do in MOO3 if it will cooperate with me... It's just that it's a different game, is all.... and I like a challenge such as this is proving to be....
Anyway... Now I'll go back to waiting for some more responses and seeing if I can find what's eluding me...
Now... What I did for starting mineral richness by trying to add that "Very Rich" choice actually works as far as getting the choice to do what it's supposed to do... But, the description area I described in my last post won't "connect" right, as well as the description in the center which would read "Very Rich" next to a radio button... (forgot to mention that before...) But, chosing that still did it's job... What I did to the swRaceDesc.txt was try to add "\*VRich Very Rich" and "\*RPLANEMV Sets your ...." for the description lines... Then I added the collumn in racemodifiers.txt with the ColumnHeadingsStart=Very Rich , kUnicode=VRich , and the kUnicodD=RPLANEMV with appropriate values for point costs for each race below that like the other collumns.... So... Everything looks right, but I'm still missing something somewhere and have no idea where to look at this point... I figure that if I can get this right, there's a lot more I could do with it...
The next thing to figure out after that is adding totally new techs to what's in the game... Such as not seeing stargates (from MOO2) in it for some reason, or wanting to add a warp interdictor (also from MOO2) just to name a couple of my ideas.... Also... The game can be pretty long, so why have the techs stop at level 50?? Why not see about creating new logical advances that go up to 60 or 70?? ...and I'm not talking about changing the levels of what's already there, either....
These are the kinds of things I've been thinking about, including new tech ideas that I haven't even mentioned, yet....
I'm actually beginning to give the idea of giving up on this whole modding adventure and just play this thing "as is" as long as I don't screw it up in such a way that it quits running...... But I could always re-install it if I do and don't know what I did wrong....
Ever hear of Space Empires 4?? That's a game you could easily do all the kinds of things I'd like to do in MOO3 if it will cooperate with me... It's just that it's a different game, is all.... and I like a challenge such as this is proving to be....
Anyway... Now I'll go back to waiting for some more responses and seeing if I can find what's eluding me...
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