i understand what you are saying, but it is because of the time cliffski would have to put in that i suggested a cost for the modded content. If it were to be without a financial benefit for cliffski then he would be unwise to spend his time on it.
It may be a good idea to have some central location where people can obtain mods. It would have to allow some sensible version tracking scheme though. I’ve seen forums used to distribute mods where a new thread was started for each new version that got uploaded. Multiplied by a large number of mods, and it quickly becomes a nightmare, particularly with the most recent comments not necessarily being on the most recent versions (in fact, often on the most buggy versions). This would also allow mod content to potentially be pulled down programmatically, so the game (or a mod manager tool) could obtain the required files automatically.
It’s not a small undertaking though, so it may remain a wish-list entry.
I think i know the answer but… its possible to make the campaign to work with modded races?? since i am running the campaign in a clean GSB install without mods, i dont know the answer… but it will be awesome if u can see your own mod races in the campaign… i need to look into the campaign files when i had time.
the first thing what i have done when i got my hand on the campaign was put my modded race true campaign test… so it works fine with moded stuff
[b]ok i don’t know if somebody did this but this can be helpful
Planet list: :)[/b]
ec1 Rana II
ec4 Sullgobah
ec5 Sublimion
ec6 Kasheemun
ec7 Dayamun
ec8 Besustine
ec9 Ryemir
ec10 Monirian II
ec11 Metagoros
ec12 Hadron II
ec13 Trangoshstka
ec14 Bothka II
ec15 Yarlvin
ec16 Sullious
ec17 New Ganymede
ec18 Karzlati
ec19 Erriandos
ec20 Jiraani
ec21 Secaras IV
ec22 Kappalaxx II
ec23 Farrijaxx
ec24 Dravidian II
ec25 Yarvil IV
ec26 Seltis III
ec27 Yavanna
ec28 Arcadama
ec29 Abraxanth Prime
ec30 Qualkat
ec31 Oiagar
ec32 Tralstas II
ec33 New Darwin
ec34 Argoshka
ec35 Xillinth
ec36 Praxos
ec37 Regula Prime
ec38 Doolasine
ec39 Harlth
ec40 Eevarl
ec41 Sesstine
ec42 Moovox
ec43 Rakhari II
ec44 Voolp IX
ec45 Atalias
ec46 Jufusa
ec47 Paradise World
ec48 Planet Of Death
ec50 Ultiman III
ec51 Qetesh
ec52 Sylarns World
ec53 Vandras IX
ec54 The World Of Tears
ec55 Wiltsarx(not conected hidden planet???)
you can find the txt files in mainfolder/campaign/data/encounters/
what are hopcounts??
how big the galaxy map can be??
Cliffski would you mind stating what the following refers to/does.
under gsb/campaign/data/encounters. what does the folling in the individual files do? : enemyfleetcost = 3500 :
hopcounts are how many systems you have to cross to get from the current planet to the planet listed. So to a neighbour, its 1, to itself it’s 0, and so on. Hopcounts are used in ‘spreading fear’ which is one of the subsystems in the game that builds up enemy fleets. if you win a powerful victory against the enemy, fear will spread to adjacent systems, getting less and less as it travels further. That fear motivates a growth in the size of enemy fleets.
The fear drops with each hop in the hopcount, hence the need to have them calculated for any given campaign layout.
The base fleet cost is the level of the enemy fleet (the MAX cost) assuming no fear, no adjacent player fleet to intimidate them, and no prior fleet already placed at that location.
hopcounts are how many systems you have to cross to get from the current planet to the planet listed. So to a neighbour, its 1, to itself it’s 0, and so on. Hopcounts are used in ‘spreading fear’ which is one of the subsystems in the game that builds up enemy fleets. if you win a powerful victory against the enemy, fear will spread to adjacent systems, getting less and less as it travels further. That fear motivates a growth in the size of enemy fleets.
The fear drops with each hop in the hopcount, hence the need to have them calculated for any given campaign layout.The base fleet cost is the level of the enemy fleet (the MAX cost) assuming no fear, no adjacent player fleet to intimidate them, and no prior fleet already placed at that location.
thank you
Thanks Cliffsky for response to… I am just starting to expand the galaxy… the max size seems to be around X: 8000 Y:8000… after 13000 the planets are so small that they become invisible and untraceable… or there can be something done with the “zoom out” just mmake it more zoom out…
Oh and have you any ready exel algorythm to count the hop count ??
what to do with this problem:
Missing scenario file:…\src\SIM_Scenario.cpp 250
quick qurstion regarding how the enemy determines it’s size based on your bordering fleets.
if i have to planets connecting to an enemy planet, and each planet has a 5k health/strength. does the single enemy planet count the threat as a 5k threat or a 10k threat?
Cliffski, three questions for you:
Easy question: Are the names of planets fully moddable? As long as I input the new value into the relevant Encounter file, would that be sufficient? I hope that there isn’t anything else in the code that’s expecting to find a text string corresponding to a planet name that I had already changed to something else – just as long as the planet’s “ec” number remains unchanged for purposes of the campaign.txt file, right?
Almost-as-easy question: What’s the maximum number of wormhole links a single planet can accept?
Harder question: How does a player translate the [terrain] string in each planet’s Encounter file? For example, here’s the terrain for Sullgobah, the human player’s homeworld:
[terrain]
0 = 683.91,716.80,1.0,spindle_planet2.dds,0,0,0,1.0,1.0,512.00,512.00,0,1
I admit I don’t know where to begin with this enigma. What does each section of that string govern? I want to change limitations such as “no cruisers” or “shield inoperable” (among other possibilities). There must be other interesting features that this string controls, too. If you would kindly give us a description of exactly how to interpret the string and what the legal range for each value is, I’d appreciate it. I get the very strong hunch that much of the flavor I want to play with resides therein.
Thanks in advance.
Harder question: How does a player translate the [terrain] string in each planet’s Encounter file? For example, here’s the terrain for Sullgobah, the human player’s homeworld:
[terrain] 0 = 683.91,716.80,1.0,spindle_planet2.dds,0,0,0,1.0,1.0,512.00,512.00,0,1
I admit I don’t know where to begin with this enigma. What does each section of that string govern? I want to change limitations such as “no cruisers” or “shield inoperable” (among other possibilities). There must be other interesting features that this string controls, too. If you would kindly give us a description of exactly how to interpret the string and what the legal range for each value is, I’d appreciate it. I get the very strong hunch that much of the flavor I want to play with resides therein.
I haven’t messed around with the campaign yet but that line is really similar to a feature Cliffski added for modded scenarios several months ago.
Easy question: Are the names of planets fully moddable? As long as I input the new value into the relevant Encounter file, would that be sufficient? I hope that there isn’t anything else in the code that’s expecting to find a text string corresponding to a planet name that I had already changed to something else – just as long as the planet’s “ec” number remains unchanged for purposes of the campaign.txt file, right?
yes you can change the names… i have done that with every planet (52 planets that is) already
Almost-as-easy question: What’s the maximum number of wormhole links a single planet can accept?
hmm i don’t know but i will make an experiment for you and start with 10… and 12 connections are working fine… and 28 connections are working fine… so for me the answer is maxium number is= “number of all planet” -1
Hi, it was correct that the problem you are encountering is that modded content is filtered during the upload process. In fact, it’s more secure than that, in that the server actually accepts the GSB, then tears it apart and compares it with server-side secure copies of everything, and only allows that content to filter into the available campaign challenge fleets pool, if no modded content is rpesent.
Theoretically, this could be changed, to allow modded content, but to do so is non trivial because it would required this:
Changes on the server, to allow through modded data, albeit then flagging them as using a specific mod
Changes to the client to ensure only those mods are picked…and yet…
as i type this…
I realsie it’s flipping trivial. It’s easy, and we shoudl give it a go because…
All of this ALREADY exists, in that the server is allocating a list of installed mods anyway, although they are restricted (currently) to the content that is DLC, and in my 'allowed content' folder on the server. In theory, if I added additional mod folders up there, then it would all work perfectly, with you only seeing modded races if those fleets are locally installed...I need to investigate further, due to the way races are selected for planets, and other complications, but it may not be as hard as I first though. It’s number 423 on my list of things to do before lunchtime
As far as modders releasing updates to their mods, couldn’t this still work if the modder simply changes the name of the package file each time they release a different version (and then you added the new version to your ‘allowed content’ folder on the server)?
To throw out an example, I’ll use N3MES1S’s galactic concordium mod since he uses a package file with it. He released version 1.3 on November 16. Say he does another release and calls it 1.4. His current package file is titled, “gsb_concordium.pkg”. He releases the new version with a new package file called “gsb_concordium1_4”.
Now say I install the new version on my computer. Wouldn’t the server now be able to tell that I have the new version instead of the old one? And then add his ships into the available campaign challenge fleets pool?
If we can have no unmodded content, can we have version content? Like, I am running a RMG version and every time I go up against th empire’s shield support beams they appear as white boxes, and every time they fire it lags like %^&&! HEEEEEELLLLPPPP CLLIIIIIIIIFFFFFFFFSSSSSSSSSSKKKKKKKKKKIIIIIIIIII!!!
So if I create a small, insignificant mod and never make it available to the general public, but use on one ship in every fleet I use in the campaign, I will then only face fleets that I have previously created? What happens if I haven’t fought enough battles to create enough fleets of different sizes?
Conversely, if some mod-crazy individual fields a fleet, I will probably never encounter it, because the odds that I would have downloaded the correct set of mods are vanishingly slim.
True?
I’m don’t know if that fits the modding forum or in the general forum better, so I mention this here as well.
Random Galaxy generator for the conquest game:
viewtopic.php?f=19&t=6378
I’m trying to find out where the map size for each world is defined (in campaign mode). I can’t find it.
Does someone know where it is defined or how it is calculated?
Hey I was just wondering seeing as its possible to make your own map is it possible to limit the AI ship to certain ones, say of a certain mod? I could think of allot of interesting things to do if its possible. For example fight the growing spread of GSZ then fight your way to there home planet and boss!