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RE: Max number of AI opponents, hardcoded?
Posted: Wed Mar 17, 2010 11:37 pm
by Mad Russian
The next question then is there a minimum number of empires that can be active at the start of a game? I'm needing 4 if I can set it up that way.
Good Hunting.
MR
RE: Max number of AI opponents, hardcoded?
Posted: Thu Mar 18, 2010 12:46 am
by hadberz
ORIGINAL: Mad Russian
The next question then is there a minimum number of empires that can be active at the start of a game? I'm needing 4 if I can set it up that way.
Good Hunting.
MR
You can play with 0 empires if you want, but where is the fun in that [:D]
RE: Max number of AI opponents, hardcoded?
Posted: Thu Mar 18, 2010 12:56 am
by hadberz
ORIGINAL: rhohltjr
ORIGINAL: elliotg
[Yes, you need to replace an existing race when you add a new one.
FINALLY!!! OK. To do that involves ....what? You have to change a number of things I imagine.
Are these things you need to change text file based?
How do you replace an existing race, .... in detail. [8|] without giving[:-] anything away[8|][:D].....
Changing a race is explained in the customization guide, its a text file to change all the aliens stats.
RE: Max number of AI opponents, hardcoded?
Posted: Thu Mar 18, 2010 12:59 am
by Mad Russian
ORIGINAL: hadberz
ORIGINAL: Mad Russian
The next question then is there a minimum number of empires that can be active at the start of a game? I'm needing 4 if I can set it up that way.
Good Hunting.
MR
You can play with 0 empires if you want, but where is the fun in that [:D]
I don't know. I do know where the fun will be in 4.
Good Hunting.
MR
RE: Max number of AI opponents, hardcoded?
Posted: Thu Mar 18, 2010 6:59 am
by Gargantou
ORIGINAL: Mad Russian
I don't know. I do know where the fun will be in 4.
Good Hunting.
MR
Yeah, just remember to use protection!
Oh wait.. I was thinking of something else, my bad!
RE: Max number of AI opponents, hardcoded?
Posted: Thu Mar 18, 2010 6:32 pm
by ASHBERY76
ORIGINAL: Duckfang
ORIGINAL: ASHBERY76
It seem like DW is kinda weak in modding terms when it comes to actual gameplay elements.The races seem to be the only things you can actually mod.
[8|]
Built-in Game Editor: fine-tune your own galaxy, adding or removing star systems, planets, asteroid fields, ships, star bases, space monsters or anything else. Modify the attributes of any empire in your game
Built-in Customization: modify all ship art, alien races, and much more. Switch between different customization sets with a couple of mouse clicks from the main game menu
http://codeforce.co.nz/features.asp
I am talking about actual gameplay settings like being able to mod the trade goods,ship sizes,starting empire numbers,troops,tech,planet sizes,etc.This is what you need for full conversions like in SpaceEmpires.
RE: Max number of AI opponents, hardcoded?
Posted: Thu Mar 18, 2010 8:43 pm
by Mad Russian
Yes, to do conversions the game editor would have to be pretty detailed. I hope it's fully designer controlled. I've been designing my own stuff since the 70's and this game would be no exception.
Good Hunting.
MR