advanced planets -1 reply

Please wait...

Twitch1

The Borg will rock your world!

50 XP

4th December 2003

0 Uploads

319 Posts

0 Threads

#1 14 years ago
longswordercan somone make planets with weapons and the ability to construct vessels? Thanks if you can

It is not possible for a planet to build anything more than a shiels. I have tried long and hard on this but I was able to arm the planets with very long range phasers. I uploaded an armed planet for everyone to use as an example. It works very well and make a huge change to the game.




Commander.Riker

Slightly cooler than a n00b

50 XP

27th November 2003

0 Uploads

31 Posts

0 Threads

#2 14 years ago

twitch how do you get it to work ?




Warborg

Revenge was here.

50 XP

3rd August 2002

0 Uploads

1,833 Posts

0 Threads

#3 14 years ago

I think he said he used the Borg sphere as the template.




Commander.Riker

Slightly cooler than a n00b

50 XP

27th November 2003

0 Uploads

31 Posts

0 Threads

#4 14 years ago

no.. i meant the mod..lol it doesn't work for me




Twitch1

The Borg will rock your world!

50 XP

4th December 2003

0 Uploads

319 Posts

0 Threads

#5 14 years ago

I used the sphere sod with hps for a planet and scale up the size. The named planet odf has the weapons and all info needed to make it shoot. Only the IA shoots. You can't do it manually. The planet.odf and station.odf are included with edits and go in odf/stations. The station actually just increases sight range of all stations to 5000 meters. The planet.odf says planets CAN have weapons and hitpoints are assigned. It also says sight is 5000 meters. The planet phaser weapon has a 4000 meter range and those 2 files go in the weapons/phasers folder. Just put the files in the normal places and it should work. Add the name "pox" in an ep_namedx.odf file as the next item. I didn't include odf/other/ ep_namedx.odf as it is just one planet and can be manually added to you existing file. The "x" is for a number. I am up to ep_named8.odf with all my planets. Lemme know.




Commander.Riker

Slightly cooler than a n00b

50 XP

27th November 2003

0 Uploads

31 Posts

0 Threads

#6 14 years ago

could you released the files for all the habited planets to fire ?




Twitch1

The Borg will rock your world!

50 XP

4th December 2003

0 Uploads

319 Posts

0 Threads

#7 14 years ago

This is an individual planet's odf: #include "planet.odf"

unitName = "Pox"

tooltip = "Pox" verboseTooltip = "Armed with planet phasers- 6000 metal"

maxHealth = 10000 maxCrewGain = 3000

// maximum civilian population // can be unpopulated, sparse, light, medium, or heavy maxPopulation = "medium"

// modifier to base rate at which a planet gets civilians civilianPopulationModifier = 0.5f

ambientSound = "engyemt.wav" ambientMinimumFactor = 1 ambientMaximumFactor = 1

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// planet phaser weapon1 = "fpphas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06"

//**********************************************************************

// Hardpoints to hit for various systems and other locations. weaponsTargetHardpoints = "hp03" "hp08" "hp13" "hp18"

//********************************************************************** resource = "ResourcePlanetK"

groundTextureName = "pox"

isColonizable = 1 requiresTerraform = 1

// Distance to ground, zero means no atmosphere, < -1 means no ground groundDistance = 0 // no turbulence, so the ground doesn't crawl. turbulence = 0

//********************************************************************** //********************************************************************** //PLANET NAMES

//Possible Craft Names possibleCraftNames = "Pox"

ScaleSOD = 8.15

//************************************************************ // Brian additions for context sensitive menus combat = 1 alert = 1 can_sandd = 1 transporter = 1

//************************************************************ // Tara additions for context sensitive menus facility = 1 has_crew = 1 has_hitpoints = 1 has_resource = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1

Like I said you must list the planet name somewhere in you ep_named.odf

This is what I did to planet.odf

#include "station.odf"

classLabel = "planet"

race = "norace"

//********************************************************************** //SYSTEM HITPOINTS //These values are the hitpoint values of the systems //If the value is set to zero the ship does not have that system

// planets can have a shield shieldGeneratorHitPoints = 1000 // planets don't need life support, they have an atmosphere... lifeSupportHitPoints = 0 // planets don't have engines enginesHitPoints = 0 // planets have weapons weaponsHitPoints = 1000 // planets have sensors sensorsHitPoints = 1000

//**********************************************************************

//Rate at which shield recharges (points per second... we think) shieldRate = 20.0

shieldProtection = 1.0

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 25

maxCrewGain = 5000

// maximum military garrision (crew) maximumCrew = 5000

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 25.0f

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 0.0f

//Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 0.0f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 25.0f

//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 25.0f

//Percent Chance out of 100 of entire ship exploding hullHitPercent = 25.0f //**********************************************************************

//Construction Parameters // can build a planetary shield buildItem0 = "shield"

//************************************************************ // Additions for context sensitive menus planet = 1 research = 1 transporter = 1 combat = 1 alert = 1 can_sandd = 1

//************************************************************ // Tara additions for context sensitive menus facility = 1 has_crew = 1 has_hitpoints = 1 has_resource = 1

// Planets are hard to take over boardingPartyStrength = 15.0

// The shot director needs to zoom out a bit from it directorRadiusScale = 1.7

mapIcon = "map_planet"

//scan range in meters rangeScan = 5000.0f

//scan range in meters when sensors are damaged damagedScan = 500.0f

In the stations.odf I simply changed the ranges to be sure- it gives all station long range seeing too.

//scan range in meters rangeScan = 5000.0f

//scan range in meters when sensors are damaged damagedScan = 500.0f