MrKorx

TA Custom Race Mod 1.9a


Version 1.9a is now available at i-mod (no approval time 4 me ;) ) or in the library


v1.9b will activate the terraincolorschemes for asa at some time later.

Goal is, make v1.9 the last release before GC 2.0 has come out ;)

v1.9a:
-unique planet textures and heightmaps, thx to nasty
-implemented the 3 special ships ;)
-implemented the assimilator ship class (attacktransport)
-fixed shiptemplates for colony/mining ship
-tweak all unique weapon's fx, thx to stefan
-fixed bug, where spaceminers were not able to upgrade asteroidbases
-many tweaks to maintainance and costs generally, its a lot harder now
-1 new eco tech branch & buildings
-2 new techs & PI (ZaYsaX Psi generator & Teleporter)
-added 1 techlevel to each weapon type



v1.8
-various tweaks

v1.7b
-fixes a crash when playing any other race
-fixes invisible shipstyles :)
-fixes the evil accessible weapon techs on gamestart
 
v1.7
- introduction of the asa ship style


Does anybody know, how to override Improvements requiring a tech which has some hardcoded ability?
For example: UniversalTranslator & Embassy, BasicStarport, StarDemocracy&PoliticalCapital?
If I change eg the starports image and assign a Techrequirement, the the new starport is there, but tho old supposed to be overridden one, as well, but disappears, once you build your customized building :(
Same for the other mentioned techs...

Edit: in v1.6+ solved



546,352 views 277 replies
Reply #126 Top
@ MrKorx question on the HOMEPLANETQUALITY of 50 Asgard base Quality is 10 when I start the game Planet Quality is 11 is this right ???

Reply #127 Top
Good question, shouldn't it be 16?
I'll look into that and do some testing. Probably , the whole ability isn't really implemented as supposed.
Reply #128 Top
@ ZYX on an Immense map set on abundant stars I got 1 to 3 type 8 stars
I use my flair star for testing !!! So the game engine does use it just
not that many!!! so it will,.. use a type 8. We just can not tell it in
custom Planets to use a type 8 and not a type 2


Yes, i believe so.

The pool of StarTypes is being randomized during setup. If, say, the file itself has the standards from 0..7 PLUS some modded 8,9,10,11, etc. It would apply a parser function based on available resources to distribute. Knowing habitables should always be either White or Yellow, it is also possible that the code verifies that the homeworlds do endup around such stars. Purples being special, too. Odds being that rogue assets are factored by proportional elimination, bigger maps raise the probability of more new types being present.

The only way to enforce X numbers of #8,9,10... stars in any games would be to use a custom map - presuming the code itself counts them as favorable habitability conditions or not (might be the case, since #7 is valid for the Terran Sol system).

Customplanets.xml files work differently though as they pick only the given texture (ex: a "_DarkStar.png", such as above) and most probably slaps it on conventional type 0 or 1 framework referenced with what's beneath. You'd see the re-coloring but basicly still a hidden Yellow_White master code-driven tag for any.

Reply #129 Top
@Nasty

The HomePQ ability seems to be inactive somehow, the game does not apply the bonus, no matter what value I set :(

Maybe, it only gets applied when researched a connected tech? I'll check that... I suspect sth, since HomePQ also belongs to the newly added abilities, which get never assigned in raceconfig

... No success, HomePQ is definately inactive.
Reply #130 Top
Indeed the newly added HomePlanetQuality tag seem to be related to some specific buildings only! Beats me why it could be called an *ability* and even auto-saved into a custom race file though.
Shoots, another obstacle to our mod_controlling needs.
:)
Reply #131 Top
... No success, HomePQ is definately inactive.


Shoots, another obstacle to our mod_controlling needs.


Yeah it would be nice to be able to use it,..

HomePlanetQuality tag seem to be related to some specific buildings only!


strange actually !!!

Nasty

Reply #133 Top
I'm having some days off at the lovely baltic sea, so no mod dev till next Monday evening.
The forecast predicts nice beach weather :)

PS:
I was experimenting with 4 unique terraincolorschemes & planetdescriptions
v1.9 is targeted about next but one weekend.
I was hoping, that I could include some planet textures in v1.9, though I have no real clou how much time it takes to make some.
Thanks Sir Nasty anyway, I know you'll make them nicely ;)
Reply #134 Top
here another planet eyelands Two





I been working on them,.. I`ll start posting some screen shots too

let me know if the way i posted this shot ok or not.

v1.9 is targeted about next but one weekend.
I was hoping, that I could include some planet textures in v1.9, though I have no real clou how much time it takes to make some.
Thanks Sir Nasty anyway, I know you'll make them nicely

Guess I need to get my but in gear LOL

Mrkorx are we all set on rings now ???

Planet: X, Y and Z on it`s way :)

Reply #135 Top
Yes the rings are fine now, maybe a little colortuning, eventually, not sure yet.
I want to create a sort of foggy/gloomy or liquid space effects like species 8472 ;)
It's really a pity, that special worlds don't really work in homesystems.
Reply #136 Top
Do we want to use a svn repo for the mod? At the moment the mod is locally under svn anyway, but I have an unused repo @ i-mod. Thus, you guys would be always up-to-date ;)
Reply #137 Top





Planet Lights







this one seem to have a statue of a YOR!!


SnownHeart
Reply #138 Top
It's funny how fractals and what a few mirroring tricks can do to planets, isn't it, Nasty?

Eyelands Two looks particularly Natural, and the Lighted one almost seemed to be like a Borg sphere, at first look!
;)
Reply #139 Top
Here another Planet


The Planets are allot !!!Harder to do.

Eyelands Two looks particularly Natural, and the Lighted one almost seemed to be like a Borg sphere, at first look!


I want to do a few more EyeLands Planets

I think the Planet Lights would go good with your Black out Sun !!

Well I`m going to try an Green Planet now for the jungle.

Nasty

Reply #141 Top
PS:I was experimenting with 4 unique terraincolorschemes & planetdescriptions v1.9 is targeted about next but one weekend. I
was hoping, that I could include some planet textures in v1.9, though I
have no real clou how much time it takes to make some. Thanks Sir Nasty anyway, I know you'll make them nicely


If i read this well and it actually is what i think it should be... i may have some use for the basic 'process' itself if you don't mind sharing the technicalities with us.

Since by going from DA to TA surfaces, the new function took huge leaps in somehow different scheme definitions. And yet, the whole RAW overlay and its particular greys as they apply to the actual images are still a mystery to me.
The RGB ranges must mean desert or artic regions, jungle or oceans and what else. But we simply do not have any direct reference for the exact tile(s) affectation as they are declared in the code & linked to the UI.

So, MrKorx... please do explain what you may discover. X-Worlds planets will necessarily have to be converted to TA standards (in fact, that work has already started - but i'm running blind on all cylinders!) and without the bottom line on the known facts, the whole task (there is 39 Homeworlds and a series of random to convert) would possibly be 500% more complex than it should. (Mind you, i DID ask for some help directly from SD coders in a number of threads and ways... without any luck or solid results).
Your work on this aspect of planet representations could do it for me instead.

@Nasty,
Ya know, man... any of these planets (btw, are those made with Flaming Pear's LunarCell plugin? With, some special Nasty touch added?) really belong in a special SirNastyofTang Mod file of their own!
Gather up all of that nice work, pick your favorites, fine-tune, introduce diversity and multiple coloring themes and zip it all to upload in the library for anyone to get right here - keeping, of course, the Asa stuff away for MrKorx exclusively.
;)
Reply #142 Top
yes I have added a Nasty touch to them!!!Flaming Pear's LunarCell plugin? is correct !!!

I hope MrKorx Likes the green planet atleast I though it came out pretty Good

Nasty
Reply #143 Top
Hi @ all,
I'm back from the baltic see :NOTSURE:
Nice planets sir nasty, I really like the green one.
More to come later, after work.

Phew, 33°C(92F) in city, 47°C(117F) in office, what a day.

@Nasty

After carefully glancing at the screenshots, I'm really impressed, all of them look fantastic. Great work, I appreaciate it very much, which gonna lead to a special honour for you ingame--just have had an idea :LOL:

@Zyx

I'll keep you informed with terraincolorschemes an planetdescriptions, but I need some more time to play around with. Reason: 5 days of pure lazyness behind :-D
I also plan to update the i-mod wiki accordingly ;)

Next version will include unique starbasemodels and probably asteroidbasemodels as well, I'll just see tomorrow, if it works out as intended. All the Models are done with default parts ;)
Reply #144 Top
Unique starbases are not possible. The game seems to only read SB shipcgf with a S0_ prefix, eg. S12_EconomyStarbase.shipcfg get ignored and a fallback to default S0_ occurs :(
Meaning you can do different SBs, but they apply to all races.
Reply #145 Top
Unique starbases are not possible. The game seems to only read SB shipcgf with a S0_ prefix, eg. S12_EconomyStarbase.shipcfg get ignored and a fallback to default S0_ occurs
Meaning you can do different SBs, but they apply to all races.


I believe this to be true for the asteroidbasemodels as well

any ways I`m uploading what planets I have done for you to look @ MrKorx :) (tomorrow!!)

Nasty
Reply #146 Top
uploaded the file MrKorx @ I-Mods

Nasty
Reply #147 Top
here a purple sun



Nasty
Reply #148 Top
uploaded the file MrKorx @ I-ModsNasty


Sorry MrKorx could not get the file to upload :(

Nasty
Reply #150 Top
Sir Nasty, would it be possible that you add some polar caps to the planets? I relly like them, I think the quality/resolution is good, may be a slight increase in filesize? Not sure

BTW, now after putting them in, I like the rings in your post #139 :D

To better identify the various textures, here is a screen