Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Star Wars - The Evacuation of Yavin (in beta development)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Star Wars - The Evacuation of Yavin (in beta development) Page: <<   < prev  11 12 13 [14] 15   next >   >>
Login
Message << Older Topic   Newer Topic >>
Star Wars - The Evacuation of Yavin (in beta development) - 10/31/2019 12:35:04 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I had mentioned before that this mod took place directly after Episode IV at which stage the Death Star had been destroyed...... but then I don't get to use what is shown below in the mod.

Maybe a rethink is needed for the mod where I can use the battle station after all.

I am zoomed out in the picture below and the Death Star and Star Destroyer are much larger when you zoom all the way in.

You will also see in the picture below the new graphic for the Sun.





Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 391
Star Wars - The Evacuation of Yavin (in beta development) - 10/31/2019 10:05:48 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The Imperial Star Destroyer has been upgraded in the mod to a new model which is more detailed.




Attachment (1)

< Message edited by rjord1 -- 10/31/2019 10:06:26 PM >


_____________________________



(in reply to rjord2021)
Post #: 392
Star Wars - The Evacuation of Yavin (in beta development) - 10/31/2019 10:22:06 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
In this mod I have replaced the sounds heard when constructing ships and bases....sometimes the sound was getting too loud for me.

You can download the 3.7 MB file below.
Backup your sounds folder in case you wish to go back to the original sound.
Extract the zip file into the main mod folder and override the existing files in the sound folder.


New Construction Sounds

< Message edited by rjord1 -- 10/31/2019 10:28:53 PM >


_____________________________



(in reply to rjord2021)
Post #: 393
Star Wars - The Evacuation of Yavin (in beta development) - 11/3/2019 12:18:10 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Imperial Transports are away.........

A line of Imperial Freighters leave Coruscant accompanied by Tie Fighter escorts.




Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 394
Star Wars - The Evacuation of Yavin (in beta development) - 11/3/2019 9:46:57 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I was not happy with V1 of the Lambda Shuttle so here is V2.....
With these ships I then do a test to check how they look when moving across the screen.










Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 395
Star Wars - The Evacuation of Yavin (in beta development) - 11/3/2019 10:16:13 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Ships sizes in this mod are larger because they just look so much better when large and full of detail....something you do not get when the ship is small scale.

So when you play this mod you need to look at the screen as is it was a Star Wars film at the cinema/theater. Ships up close will be larger while larger ships may be of the same size but only because they are (three dimensional) further away from the camera.

In order to get this effect working you will see various ships such as the Tie-Fighters and Destroyers being of different size and appearance to show that ship is at a closer or further distance from the camera.

With the smaller ships such as the Tie-Fighters, X-Wings, Y-Wings and A-Wings I make sure they are roughly in the same size range and not too much smaller or bigger. Same things with Capital ships, Destroyers and Frigates so when they chase each other the one being chased is not hugely bigger or smaller than the one chasing it.


I think I mentioned it before that the mod will have a lot of battles with X-Wings and Tie-Fighters to start with and the bigger capital ships appearing later in the mod.

Research costs in this mod should be set at the highest level..... very expensive. This is because the mod is been designed so that you can't build 10 Star Destroyers in the first 10 minutes no matter what tech level you are in.

The Empire has an advantage over other races so to defeat the Empire will be challenging. However Tie-Fighters are produced cheaply but without shields they are fairly east to destroy...... but the challenge occurs when moire than one Tie-Fighter is attacking you.



_____________________________



(in reply to rjord2021)
Post #: 396
Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 4:44:20 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Getting the X-Wing and Tie-Fighter's new look and movement in the mod has definitely been the most challenging.





Attachment (1)

< Message edited by rjord1 -- 11/4/2019 5:07:32 PM >


_____________________________



(in reply to rjord2021)
Post #: 397
Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 7:19:43 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Added the new star system which will be added with the new map






Attachment (1)

< Message edited by rjord1 -- 11/4/2019 7:20:59 PM >


_____________________________



(in reply to rjord2021)
Post #: 398
Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 7:32:20 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
That's no moon.......

The Death Star is now even bigger.....






Attachment (1)

< Message edited by rjord1 -- 11/4/2019 7:33:12 PM >


_____________________________



(in reply to rjord2021)
Post #: 399
Star Wars - The Evacuation of Yavin (in beta development) - 11/4/2019 7:35:13 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
This afternoon I am working on the new graphics which will be seen when your Rebel Alliance or Imperial ships are damaged. The current method of showing a spider web type effect on damaged ships can be improved with an updated effect.

< Message edited by rjord1 -- 11/4/2019 7:37:00 PM >


_____________________________



(in reply to rjord2021)
Post #: 400
Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 3:22:50 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
For my mod, I wanted to add a little color to the default galaxy maps for Distant Worlds Universe and have devised a way of creating some really nice galaxy backgrounds using photoshop.

Below is an example of the original background on the left with one of the new backgrounds on the right.




Attachment (1)

< Message edited by rjord1 -- 11/6/2019 3:32:27 PM >


_____________________________



(in reply to rjord2021)
Post #: 401
Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 3:30:51 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Below is a screenshot from the mod showing what the new galaxy map looks like using the picture from the prior post.

As you can see we now have brighter colors which do not interfere with trying to find the stars on the map.

When I have completed the map of the Star Wars universe I will use this technique to create the nebula and gas fields representing the look of the Star Wars universe.




Attachment (1)

< Message edited by rjord1 -- 11/6/2019 3:32:50 PM >


_____________________________



(in reply to rjord2021)
Post #: 402
Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 5:18:16 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Another background created for the mod...... I will create an initial 10 background pictures and then add them and a download link for each image to a new thread.

If you want the new background pictures it is as simple as downloading the zip file, extracting it into your mod and starting the game.







Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 403
Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 5:35:02 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Another galaxy in the colors of red, purple, yellow and green




Attachment (1)

< Message edited by rjord1 -- 11/6/2019 5:37:17 PM >


_____________________________



(in reply to rjord2021)
Post #: 404
Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 6:06:11 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
With 10 or more different galaxy backdrops the plan for my gameplay of the mod is when starting a new game, use dice or Excel spreadsheet to randomly select a background and copy it into my mod.

This will give the games a different appearance each time I play and make gameplay even more interesting.

Creating a background takes a few minutes so my ultimate goal is to have a sizeable collection of background pictures to select from.




Attachment (1)

< Message edited by rjord1 -- 11/6/2019 6:07:04 PM >


_____________________________



(in reply to rjord2021)
Post #: 405
Star Wars - The Evacuation of Yavin (in beta development) - 11/6/2019 7:34:23 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
For those who want a challenge here is a galaxy that is being affected by a monster black hole near its center.

This is actually one of my favorites.

The trick with this map is that some of the stars are already being pulled into the black hole far far away and are not selectable but you can see which stars are nearer to you and are the ones of interest in this mod.






Attachment (1)

< Message edited by rjord1 -- 11/6/2019 8:10:23 PM >


_____________________________



(in reply to rjord2021)
Post #: 406
Star Wars - The Evacuation of Yavin (in beta development) - 11/7/2019 3:32:47 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Doing an overhaul of the research tree and replacing everything with Star Wars technology..... this is complicated because where do you start.

I have decided on starting with the Imperator class Star Destroyers, adding every piece of technology that makes up this ship. Every engine, turbolaser, shield generator,etc is added and then for each of these, I look at what needs to be researched to get there. So in effect, I am looking at the finished product and then adding in everything needed to get there.

When the Star Destroyer is almost complete, you need to add in the crew which will be made up of a detachment of stormtroopers, starfighter pilots, support craft pilots and Imperial Officers. The research tree would need to have training facilities built to train the crews of the Destroyer and fighters.

In order to get the Empire out into the system, I look at what ship will be the first to explore the planets in the local system. I need resources on those planets so a priority is research required for building mining stations. I would probably start with a Lambda Class Imperial Shuttle with minimal shielding and no laser cannons or hyperdrive with those being added later via research. The initial durasteel hull would also need to be reinforced before the Imperial shuttle can use hyperdrive.

While the Empire is building I look at what the Rebel Alliance is doing. Are they a rebel alliance to start with or a Republic , and if the latter, when do they become the Rebel Alliance.

Replacing the research tree is probably the most complex part of Distant Worlds Universe and needs to be planned out on paper first before I even start adding the new research into the mod.

< Message edited by rjord1 -- 11/7/2019 3:39:33 PM >


_____________________________



(in reply to rjord2021)
Post #: 407
Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 5:37:25 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
In the Star Wars universe, the fastest manufactured Hyperdrive engine available for sale was what was known as a Class 1.0 Hyperdrive engine.
There are faster Hyperdrive engines but these are engines that have been modified after being purchased.... an act not recommended as modified engines were deemed dangerous.

In Vanilla Distant Worlds Universe every ship is confined to the local system exploring planets until you discover hyperdrive technology while exploring ruins found on one of the system's planets. For my mods, I removed this so hyperdrive technology could only be discovered through research. Until you research engine technology you will not discover hyperdrive.

Every ship in this mod will have the correct hyperdrive engine assigned to it.

Standard TIE/LN starfighters do not have hyperdrive engines at all and in the next update of the mod, they will all be updated so that they never move between systems. As in the movies, these fighters will be deadly in that the attack in numbers which gives them an edge despite having no shields.

Getting back to hyperdrive engines, the classes of Hyperdrive engines will go from class 0.5 to a class 20 rating, class 20 at this stage being the slowest.

Imperial I-class Star Destroyers have a hyperdrive engine rating of 2.0 while the Millenium Falcon has a rating of 0.5 as Han Solo has modified the Falcon to be faster than aStar Destroyer.

The Millenium Falon is a modified YT-1300 light freighter with a faster hyperdrive. Other YT-1300 light freighters in this mod are not modified and they have a class 2 hyperdrive which means they have the same speed as a Star Destroyer.

In this mod, the majority of military ships will eventually be equipped with a 1.0 or 2.0 engine rating.
On the other hand industrial freighters and haulers generally will reach a 3.0 or 4.0 engine rating.
Civilian transport ships will be able to research up to a Class 5.0 or above to a class 2.0

In this mod, I am checking to make sure that each different ship will, with research, eventually reach their correct hyperdrive limit.

The original Death Star has a hyperdrive engine speed of no faster than class 4, with the slowest speed being class 20.

For this mod I am going to have hyperdrive engine rating as the following with the slowest ratings first.

Class 20 Hyperdrive - Death Star Only
Class 15 Hyperdrive - Death Star Only
Class 10 Hyperdrive
Class 9 Hyperdrive
Class 8 Hyperdrive
Class 7 Hyperdrive
Class 6 Hyperdrive
Class 5 Hyperdrive
Class 4 Hyperdrive
Class 3 Hyperdrive
Class 2 Hyperdrive
Class 1 Hyperdrive
Class 0.5 Hyperdrive




Attachment (1)

< Message edited by rjord1 -- 11/9/2019 6:18:37 PM >


_____________________________



(in reply to rjord2021)
Post #: 408
Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 9:27:24 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
One big change I am going to make to the mod is removing Palpatine as a leader.

He will still be in the mod however not as a character that can be killed. Too many times I have played this mod and then had Palpatine assassinated during gameplay.... this did not seem realistic.

Instead, I am going to use the circle of Twelve who were made up of the twelve Grand Admirals who were the most senior officers of the Imperial Navy and answered directly to the Emperor in all matters. The creation of the rank was widely recognized as a means to increase the Emperor's direct control of the Imperial Military.

The Circle of Twelve is made up of:
- Martio Batch
- Nial Declann
- Octavian Grant
- Josef Grunger
- Ishin-Il-Raz
- Afsheen Makati
- Danetta Pitta
- Peccati Syn
- Miltin Takel
- Osvald Teshik
- Rufaan Tigellinus
- Demetrius Zaarin

These 12 outrank even the like of Grand Moff Tarkin who has been assassinated many times during testing of this mod.

Using the Circle of Twelve also allows me to not have Darth Vader as a Leader who at some stage would have been assassinated too.

Despite this change to the leadership Darth Vader and the Enperor will still appear in the mod......

_____________________________



(in reply to rjord2021)
Post #: 409
Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 10:04:58 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The Rebel Alliance.....

During a speech to the various rebel cells during the Declaration of the Rebel Alliance Mon Mothama said the following:

"Beginning today we stand together as allies. I hereby resign from the Senate to fight for you, not from the distant hall of politics but from the front lines. We will not rest until we bring an end to the Empire until we restore our Republic! Are you with me?"


The Rebel Alliance is made up of various rebel cells working together to bring an end to the Empire. When playing as the Rebel Alliance there was one tactic I was not aware of..... being able to command the fleets of an ally.

When the Rebel Alliance and the Wookies, for example, become allies, if the Alliance has a Mutual Dense Pact with the Wookies then you as the Alliance can give orders to their fleets. Click on a fleet belonging to an ally who has a Mutual Dense Pact with you, then right-click where you want your allies fleet to go, and you can then control that allied fleet and send it to reinforce your Alliance fleets or planets.

I never knew you could do that so I will make the most of it with the instructions on how to play this mod.



_____________________________



(in reply to rjord2021)
Post #: 410
Star Wars - The Evacuation of Yavin (in beta development) - 11/9/2019 11:55:30 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Added a new Supernova cloud to the mod...




Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 411
Star Wars - The Evacuation of Yavin (in beta development) - 11/10/2019 1:52:48 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Work in Progress...





Attachment (1)

< Message edited by rjord1 -- 11/10/2019 2:24:27 AM >


_____________________________



(in reply to rjord2021)
Post #: 412
Star Wars - The Evacuation of Yavin (in beta development) - 11/12/2019 5:46:19 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
A new ship out of The Clone Wars which will be used by some of the pirates.....




Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 413
Star Wars - The Evacuation of Yavin (in beta development) - 11/12/2019 6:22:36 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Hammerhead Frigates added to the mod....





Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 414
Star Wars - The Evacuation of Yavin (in beta development) - 11/12/2019 6:50:36 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Testing some ideas for the return of Death Watch





Attachment (1)

_____________________________



(in reply to rjord2021)
Post #: 415
RE: Star Wars - The Evacuation of Yavin (in beta develo... - 11/13/2019 1:09:40 PM   
Astaros

 

Posts: 1
Joined: 11/13/2019
Status: offline
I wish to congratulate you. The quality i've seem in this mod and the others you are developing seems mind-blowingly awesome.

That being said, i didn't understand something about the updates. You've posted some updates regarding planet graphics and ships in the early posts of the thread, are this already included in de version 0.16? Or have you not made available these updates yet?

(in reply to rjord2021)
Post #: 416
Star Wars - The Evacuation of Yavin (in beta development) - 11/14/2019 1:06:24 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Astaros

I wish to congratulate you. The quality i've seem in this mod and the others you are developing seems mind-blowingly awesome.

That being said, i didn't understand something about the updates. You've posted some updates regarding planet graphics and ships in the early posts of the thread, are this already included in de version 0.16? Or have you not made available these updates yet?



Version 0.16 is an early version of the mod released I think back in 2017..... a lot of work has gone into the mod since then and I am hoping the next version will be out in December this year.

If you want to see this mod in gameplay have a look at the following link where someone has posted a number of videos while playing my mod on extreme difficulty.

https://www.youtube.com/watch?v=wJaH3mHaZDA


_____________________________



(in reply to Astaros)
Post #: 417
Star Wars - The Evacuation of Yavin (in beta development) - 11/21/2019 10:09:43 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The next stage of the mod development is to update the fields of the config race files as shown below for each race in the mod.

As you can see this is where the complexity of the game lies because the game is different depending on the values you have in these files.

I am aiming to configure these files so that you can choose your Empire to be running in one of 3 different modes:

1. Easy
2. Moderate
3. Hard

The file below shows the settings I am testing for the Galactic Empire

Content of the work in progress file for the Galactic Empire
=============================================================


'Distant Worlds Race file - 1.9.5.0

'Name: name of the race
Name ;Empire

'Picture index: index of picture used for this race from race pictures contained in Images\units\races\ folder or Customization\YourTheme\raceImages\ folder
PictureIndex ;1

'Race Family: the RaceFamilyID of the race family that this race belongs to. Should match a race family in raceFamilies.txt
RaceFamily ;0

'
'Reproduction rate:
'The default rate of annual population growth. This rate is also modified by other external factors. Valid range from 1.0 to 1.5
ReproductionRate ;1.3
'
'
'
'
'Intelligence: (normal = 100)
'The intelligence level of the race. Normal = 100. Valid range from 50 to 150. Influences research rate and smartness of interaction with other empires
Intelligence ;100
'
'
'
'
'Aggression: (normal = 100).
'The aggression level of the race. Valid range from 50 to 150. Influences interaction with other empires, level of military ship building
Aggression ;100
'
'
'
'
'Caution: caution level (normal = 100).
'The caution level of the race. Valid range from 50 to 150. Influences interaction with other empires, level of military ship building
Caution ;100
'
'
'
'
'Friendliness: friendliness level (normal = 100).
'The friendliness level of the race. Valid range from 50 to 150. Influences likelihood of forming treaties with other empires and general interaction with other empires
Friendliness ;25
'
'
'
'
'Loyalty: loyalty level (normal = 100).
'The loyalty level of the race. Valid range from 50 to 150. Influences how likely to stick to treaties with other empires
Loyalty ;25
'
'
'
'
'Designs picture family index: index of default ships pictures used for this race from ship pictures contained in Images\units\ships\ folder or Customization\YourTheme\shipImages\ folder
DesignsPictureFamilyIndex ;1

'Design names index: index into default design names
DesignNamesIndex ;12
'
'
'
'
'Ship Maintenance Savings:
'Percentage rate of savings on maintenance costs for ships and bases.Valid range from 0 to 100.
ShipMaintenanceSavings ;10
'
'
'
'
'Troop Maintenance Savings:
'Percentage rate of savings on maintenance costs for troops. Valid range from 0 to 100.
TroopMaintenanceSavings ;10
'
'
'
'
'Resource Extraction Bonus:
'Percentage rate of speed increase for all mining operations. Valid range from 0 to 100.
ResourceExtractionBonus ;30
'
'
'
'
'War Weariness Attenuation:
'Percentage rate of reduction in war weariness. Valid range from 0 to 100.
WarWearinessAttenuation ;10
'
'
'
'
'Satisfaction Modifier:
'Percentage rate of happiness bonus at colonies. Valid range from 0 to 100.
SatisfactionModifier ;10
'
'
'
'
'Research Bonus:
'Percentage rate of speed increase for research. Valid range from 0 to 100.
ResearchBonus ;50
'
'
'
'
'Espionage Bonus: percentage rate of skill bonus for all intelligence missions
'Percentage rate of skill bonus for all intelligence missions. Valid range from 0 to 100.
EspionageBonus ;50
'
'
'
'
'Trade Bonus:
'Percentage rate of bonus for colony income. Valid range from 0 to 100.
TradeBonus ;50
'
'
'
'
'Overall Ship Design Focus: 0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency
'What this race focuses on when designing new ships and bases. Note that this focus can be overridden by Empire Policy settings.
'0=Balanced, 1=Speed/Agility, 2=Power, 3=Efficiency
OverallShipDesignFocus ;1
'
'
'
'
'Tech Focus 1:
'Which technologies this race focuses on when choosing new tech to research and when designing new ships and bases. Note that this focus
'can be overridden by Empire Policy settings.
'0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard, Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters,
'10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring, Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction,
'18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation, 24=Tractor Beams, 25=Assault Pods,
'26=Graviton Beams, 27=Gravity Area Weapons, 28=Super Beam Weapons, 29=Super Area Weapons
TechFocus1 ;2
'
'
'
'
'Tech Focus 2:
'Which technologies this race focuses on when choosing new tech to research and when designing new ships and bases. Note that this focus
'can be overridden by Empire Policy settings.
'0=None, 1=Beams, 2=Phasers, 3=Rail Guns, 4=Torpedoes, 5=Bombard, Weapons, 6=Missiles, 7=Area Weapons, 8=Ion Weapons, 9=Fighters,
'10=Armor, 11=Shields, 12=Reactors, 13=Main Thrust Engines, 14=Vectoring, Engines, 15=HyperDrives, 16=Hyper Disruption, 17=Construction,
'18=Damage Control, 19=Targetting, 20=Countermeasures, 21=Sensors, 22=Medicine, 23=Recreation, 24=Tractor Beams, 25=Assault Pods,
'26=Graviton Beams, 27=Gravity Area Weapons, 28=Super Beam Weapons, 29=Super Area Weapons
TechFocus2 ;9
'
'
'
'
'Native planet type:
'Native planet type for this race. The race can naturally colonize this type of planet
'0=Continental, 1=MarshySwamp, 2=Desert, 3=Ocean, 4=Ice, 5=Volcanic
NativePlanetType ;0
'
'
'
'
'Special Component:
'Special race-specific technology that this race has access to.
'-1=NONE, 0 or greater = ComponentID of special component (from components.txt file). Be careful not to set a special component that is also required by other races
SpecialComponent ;-1
'
'
'
'
'Research Project Order: (NOT IN MANUAL)
'Scripted research project path. Comma-delimited list of Research Project IDs here will be researched in the specified order. Once list is completely researched,
'remaining projects will use default AI research pathing
'Separate paths for Weapons, Energy and HighTech research trees
WeaponsResearchProjectOrder ;
EnergyResearchProjectOrder ;
HighTechResearchProjectOrder ;
'
'
'
'
'Special Government:
'Special government style
'-1=No preference, 0 or greater = GovernmentID of special government (from governments.txt file)
SpecialGovernment ;-1
'
'
'
'
'Preferred Starting Government:
'Which government this race prefers to start the game with
'-1=No Preference, 0 or greater = GovernmentID of preferred government (from governments.txt file)
PreferredStartingGovernment ;-1
'
'
'
'
'Disallowed Governments:
'Comma-separated list of GovernmentID values that this race cannot normally use. Each value must match a government in governments.txt.
'Note that you should not exclude ALL government types for the race
DisallowedGovernments ;
'
'
'
'
'Can Change Government:
'Determines whether race can manually change governments during the game. Y/N value.
CanChangeGovernment ;N
'
'
'
'
'Expanding:
'Indicates whether this race will colonize new planets or not (Y/N). Set this to ‘N’ to create a static empire that does not colonize
Expanding ;Y
'
'
'
'
'Can be Pirate:
'Indicates whether this race can be a pirate faction or not (Y/N)
CanBePirate ;N
'
'
'
'
'Can be Normal Empire:
'Indicates whether this race can be a normal empire or not. (e.g. may set as only a pirate, but not a normal empire) (Y/N)
CanBeNormalEmpire ;Y
'
'
'
'
'Playable:
'Indicates whether this race can be selected by the player as their empire’s race at start of game or not (Y/N)
Playable ;Y
'
'
'
'
'Periodic Change Interval:
'Number of years between change to racial characteristics (defined below), 0=no periodic changes
PeriodicChangeInterval ;0
'
'
'
'
'Periodic Change Length:
'Number of years that changes to racial characteristics last (defined below), 0=no periodic changes
PeriodicChangeLength ;0
'
'
'
'
'Periodic Factors - Growth:
'Periodic change to growth rate (i.e. growth rate when periodic changes are active). Valid range from 1.0 to 2.0
PeriodicFactorsGrowth ;1.0
'
'
'
'
'Periodic Factors - Aggression:
'Periodic change to aggression level (i.e. aggression level when periodic changes are active). Valid range from 50 to 200.
PeriodicFactorsAggression ;50
'
'
'
'
'Periodic Factors - Caution:
'Periodic change to caution level (i.e. caution level when periodic changes are active). Valid range from 50 to 200.
PeriodicFactorsCaution ;50
'
'
'
'
'Periodic Factors - Friendliness:
'Periodic change to friendliness level (i.e. friendliness level when periodic changes are active). Valid range from 50 to 200.
PeriodicFactorsFriendliness ;50
'
'
'
'
'Race event that occurs during change cycle:
'Race event that occurs during change cycle: 0=None, 1-28=events (see Appendix: Race Event Types)
PeriodicChangeCycleEvent ;0
'
'
'
'
'Ship Size Factor Civilian :
'Resize factor for maximum civilian ship sizes. This means that civilian ships can be built either larger or smaller than normal. Valid range from 0.7 to 2.0
ShipSizeFactorCivilian ;1.0
'
'
'
'
'Ship Size Factor Military :
'Resize factor for maximum military ship sizes. This means that military ships can be built either larger or smaller than normal. Valid range from 0.7 to 2.0
ShipSizeFactorMilitary ;2.0
'
'
'
'
'Disallowed Research Areas 1:
'Technology area that this race cannot research
'0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors
DisallowedResearchArea1 ;0
'
'
'
'
'Disallowed Research Areas 2:
'Technology area that this race cannot research
'0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors
DisallowedResearchArea2 ;0
'
'
'
'
'Disallowed Research Areas 3:
'Technology area that this race cannot research
'0=None, 1=Torpedoes, 2=Missiles, 3=Area Weapons, 4=Ion Weapons, 5=Fighters, 6=Armor, 7=Hyper Disruption, 8=Sensors
DisallowedResearchArea3 ;0
'
'
'
'
'Disallowed ComponentIds:
'Comma-separated list of component Id values that cannot be researched by this race. Any component Id values here must exist in the components.txt file
DisallowedComponentIds ;
'
'
'
'
'Additional Intelligence Agents:
'Number of extra intelligence agents allowed above normal limit. This also increases the number of intelligence agent characters that this
'race starts the game with. Valid range from 0 to 5.
AdditionalIntelligenceAgents ;0
'
'
'
'
'Construction Speed Factor:
'Increase or decrease construction speed. Faster construction speeds can especially affect colonization, allowing fast building of new colony
'ships. Valid range from 0.3 to 3.0
ConstructionSpeedFactor ;0.3
'
'
'
'
'Default primary color:
'Main color of empire flag and empire territory. Valid color values from 0-19 (See Appendix: Color Values)
DefaultPrimaryColor ;4
'
'
'
'
'Default secondary color:
'Secondary color of empire flag. Valid color values from 0-20 (See Appendix: Color Values)
DefaultSecondaryColor ;14
'
'
'
'
'Default flag design:
'Symbol shape on empire flag. Valid values from 0-40. If custom images are specified in the images\ui\flagshapes folder then
'the valid range is from zero to maximum number of flags. See the “Flag Shapes” section earlier in this document for details
DefaultFlagDesign ;1
'
'
'
'
'Name of ancient home system:
'Name of the ancient home system. This is not necessarily the name of the race’s starting home system
HomeSystemName ;Coruscant
'
'
'
'
'Troop strength:
'Raw strength of new troops for this race. Valid range from 50 to 200.
TroopStrength ;100
'
'
'
'
'Troop name:
'Default troop name for Infantry troop types, e.g. if ‘Strike Battalion’ then troops named ‘1st Strike Battalion’, etc
TroopName ;Imperial Stormtroopers
'
'
'
'
'TroopNameArmored
'Default troop name for Armored troop types, e.g. if ‘Strike Battalion’ then armored troops named ‘1st Strike Battalion’, etc
TroopNameArmored ;Imperial Armored Stormtroopers
'
'
'
'
'TroopNamePlanetaryDefense
'Default troop name for Planetary Defense troop types, e.g. if ‘Strike Battalion’ then Planetary Defense troops named ‘1st Strike Battalion’, etc
TroopNamePlanetaryDefense ;Imperial Planetary Defense
'
'
'
'
'TroopNameSpecialForces
'Default troop name for Special Forces troop types, e.g. if ‘Strike Battalion’ then Special Forces troops named ‘1st Strike Battalion’, etc
TroopNameSpecialForces ;Imperial Special Forces
'
'
'
'
'Resource 1 Type:
'Which resource provides the bonus to this race.
'-1=NONE, 0-XX = specific ResourceID value (must match resource in resources.txt file)
Resource1Type ;30
'
'
'
'
'Resource 1 Effect:
'The effect of the resource on this race at colonies.
'0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy,
'7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered
Resource1Effect ;4
'
'
'
'
'Resource 1 Amount:
'Amount of resource effect, may be a percentage value
'HappinessBonus: value from 0-20
'DevelopmentBonus: value from 0-20
'ConstructionSpeedIncrease: percentage from 0-100
'RecruitedTroopStrengthIncrease: value from 0-100
'ResearchBonusWeapons: percentage bonus from 0-10
'ResearchBonusEnergy: percentage bonus from 0-10
'ResearchBonusHighTech: percentage bonus from 0-10
'PopulationGrowthRate: percentage from 0-100
'WarWearinessReduction: percentage decrease from 0-100
'IncomeBonus: percentage from 0-100
'BaseMaintenanceLowered: percentage from 0-100
Resource1Amount ;5
'
'
'
'
'Resource 1 AppliesOnlyToSource:
'Specifies whether the resource effect only applies when the resource is naturally occurring at a colony (i.e. mined at the colony) (Y/N)
Resource1AppliesOnlyToSource ;N
'
'
'
'
'Resource 2 Type:
'Which resource provides the bonus to this race.
'-1=NONE, 0-XX = specific ResourceID value (must match resource in resources.txt file)
Resource2Type ;12
'
'
'
'
'Resource 2 Effect:
'The effect of the resource on this race at colonies.
'0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy,
'7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered
Resource2Effect ;2
'
'
'
'
'Resource 2 Amount:
'Amount of resource effect, may be a percentage value
'HappinessBonus: value from 0-20
'DevelopmentBonus: value from 0-20
'ConstructionSpeedIncrease: percentage from 0-100
'RecruitedTroopStrengthIncrease: value from 0-100
'ResearchBonusWeapons: percentage bonus from 0-10
'ResearchBonusEnergy: percentage bonus from 0-10
'ResearchBonusHighTech: percentage bonus from 0-10
'PopulationGrowthRate: percentage from 0-100
'WarWearinessReduction: percentage decrease from 0-100
'IncomeBonus: percentage from 0-100
'BaseMaintenanceLowered: percentage from 0-100
Resource2Amount ;5
'
'
'
'
'Resource 2 AppliesOnlyToSource:
'Specifies whether the resource effect only applies when the resource is naturally occurring at a colony (i.e. mined at the colony) (Y/N)
Resource2AppliesOnlyToSource ;N
'
'
'
'
'Resource 3 Type:
'Which resource provides the bonus to this race.
'-1=NONE, 0-XX = specific ResourceID value (must match resource in resources.txt file)
Resource3Type ;25
'
'
'
'
'Resource 3 Effect:
'The effect of the resource on this race at colonies.
'0=None, 1=HappinessBonus, 2=DevelopmentBonus, 3=ConstructionSpeedIncrease, 4=RecruitedTroopStrengthIncrease, 5=ResearchBonusWeapons, 6=ResearchBonusEnergy,
'7=ResearchBonusHighTech, 8=PopulationGrowthRate, 9=WarWearinessReduction, 10=IncomeBonus, 11=BaseMaintenanceLowered
Resource3Effect ;1
'
'
'
'
'Resource 3 Amount:
'Amount of resource effect, may be a percentage value
'HappinessBonus: value from 0-20
'DevelopmentBonus: value from 0-20
'ConstructionSpeedIncrease: percentage from 0-100
'RecruitedTroopStrengthIncrease: value from 0-100
'ResearchBonusWeapons: percentage bonus from 0-10
'ResearchBonusEnergy: percentage bonus from 0-10
'ResearchBonusHighTech: percentage bonus from 0-10
'PopulationGrowthRate: percentage from 0-100
'WarWearinessReduction: percentage decrease from 0-100
'IncomeBonus: percentage from 0-100
'BaseMaintenanceLowered: percentage from 0-100
Resource3Amount ;5
'
'
'
'
'Resource 3 AppliesOnlyToSource:
'Specifies whether the resource effect only applies when the resource is naturally occurring at a colony (i.e. mined at the colony) (Y/N)
Resource3AppliesOnlyToSource ;N
'
'
'
'
'Victory Conditions 1
'####################
'
'
'
'
'Victory Condition 1 Type:
'0=None, 1-58 (types defined in Modding Guide)
Condition1Type ;29
'
'
'
'
'Victory Condition 1 Value:
'value used to modify condition, e.g. percentage threshold
Condition1Value ;0
'
'
'
'
'Victory Condition 1 Proportion of Total:
'Percentage proportion of overall race victory value - all conditions should total to 100%
Condition1Proportion ;25
'
'
'
'
'Victory Condition 1 Additional Data:
'Any extra info required by condition
' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip
' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist
' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech
' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt
Condition1AdditionalData ;0
'
'
'
'
'Victory Conditions 2
'####################
'
'
'
'
'Victory Condition 2 Type:
'0=None, 1-58 (types defined in Modding Guide)
Condition2Type ;1
'
'
'
'
'Victory Condition 2 Value:
'value used to modify condition, e.g. percentage threshold
Condition2Value ;0
'
'
'
'
'Victory Condition 2 Proportion of Total:
'Percentage proportion of overall race victory value - all conditions should total to 100%
Condition2Proportion ;25
'
'
'
'
'Victory Condition 2 Additional Data:
'Any extra info required by condition
' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip
' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist
' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech
' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt
Condition2AdditionalData ;0
'
'
'
'
'Victory Conditions 3
'####################
'
'
'
'
'Victory Condition 3 Type:
'0=None, 1-58 (types defined in Modding Guide)
Condition3Type ;5
'
'
'
'
'Victory Condition 3 Value:
'value used to modify condition, e.g. percentage threshold
Condition3Value ;0
'
'
'
'
'Victory Condition 3 Proportion of Total:
'Percentage proportion of overall race victory value - all conditions should total to 100%
Condition3Proportion ;25
'
'
'
'
'Victory Condition 3 Additional Data:
'Any extra info required by condition
' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip
' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist
' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech
' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt
Condition3AdditionalData ;0
'
'
'
'
'Victory Conditions 4
'####################
'
'
'
'
'Victory Condition 4 Type:
'0=None, 1-58 (types defined in Modding Guide)
Condition4Type ;6
'
'
'
'
'Victory Condition 4 Value:
'value used to modify condition, e.g. percentage threshold
Condition4Value ;0
'
'
'
'
'Victory Condition 4 Proportion of Total:
'Percentage proportion of overall race victory value - all conditions should total to 100%
Condition4Proportion ;25
'
'
'
'
'Victory Condition 4 Additional Data:
'Any extra info required by condition
' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip
' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist
' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech
' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt
Condition4AdditionalData ;0
'
'
'
'
'Victory Conditions 5
'####################
'
'
'
'
'Victory Condition 5 Type:
'0=None, 1-58 (types defined in Modding Guide)
Condition5Type ;0
'
'
'
'
'Victory Condition 5 Value:
'value used to modify condition, e.g. percentage threshold
Condition5Value ;0
'
'
'
'
'Victory Condition 5 Proportion of Total:
'Percentage proportion of overall race victory value - all conditions should total to 100%
Condition5Proportion ;0
'
'
'
'
'Victory Condition 5 Additional Data:
'Any extra info required by condition
' - PlanetTypes: 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
' - ShipTypes: 0=None, 1=CapitalShip, 2=Carrier, 3=ResupplyShip
' - CreatureTypes: 0=None, 1=GiantKaltor, 2=SpaceSlug, 3=SandSlug, 4=Ardilus, 5=SilverMist
' - ResearchIndustry: 0=None, 1=Weapons, 2=Energy, 3=HighTech
' - Wonder: -1=None, 0-XX=PlanetaryFacilityID of wonder from facilities.txt
Condition5AdditionalData ;0
'
'
'
'
'Race Event 1 Type:
'Type: 0=None, 1-28=events (see Modding Guide)
RaceEvent1Type ;0
'
'
'
'
'Race Event 1 Frequency:
'Frequency: proportion of time event will be triggered when chance arises
RaceEvent1Frequency ;1.0
'
'
'
'
'Race Event 2 Type
'Type: 0=None, 1-28=events (see Modding Guide)
RaceEvent2Type ;0
'
'
'
'
'Race Event 2 Frequency:
'Frequency: proportion of time event will be triggered when chance arises
RaceEvent2Frequency ;1.0
'
'
'
'
'Random appearance chance for Leader characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceLeader ;0
'
'
'
'
'Random appearance chance for Ambassador characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceAmbassador ;0
'
'
'
'
'Random appearance chance for Colony Governor characters:Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceGovernor ;0
'
'
'
'
'Random appearance chance for Fleet Admiral characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceAdmiral ;0
'
'
'
'
'Random appearance chance for Troop General characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceGeneral ;0
'
'
'
'
'Random appearance chance for Scientist characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceScientist ;0
'
'
'
'
'Random appearance chance for Intelligence Agent characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceIntelligenceAgent ;0
'
'
'
'
'Random appearance chance for Ship Captain characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChanceShipCaptain ;0
'
'
'
'
'Random appearance chance for Pirate Leader characters: Minimum=0, Normal=1.0, Maximum=5.0
CharacterRandomAppearanceChancePirateLeader ;0
'
'
'
'
'character starting traits: 0=None, 1-XX = specific trait (see Modding Guide)

'Default starting character trait for Leaders
'0=None, 1-95=specific trait (See Appendix: Character Traits)
CharacterStartingTraitLeader ;0
CharacterStartingTraitAmbassador ;0
CharacterStartingTraitGovernor ;0
CharacterStartingTraitAdmiral ;0
CharacterStartingTraitGeneral ;0
CharacterStartingTraitScientist ;0
CharacterStartingTraitIntelligenceAgent ;0
CharacterStartingTraitShipCaptain ;0
CharacterStartingTraitPirateLeader ;0
'
'
'
'
'Research Colonization Cost Factor - Continental colonization:
'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type,
'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0
ResearchColonizationCostFactorContinental ;5.0
'
'
'
'
'Research Colonization Cost Factor - Marshy Swamp colonization:
'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type,
'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0
ResearchColonizationCostFactorMarshySwamp ;5.0
'
'
'
'
'Research Colonization Cost Factor - Ocean colonization:
'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type,
'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0
ResearchColonizationCostFactorOcean ;5.0
'
'
'
'
'Research Colonization Cost Factor - Desert colonization:
'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type,
'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0
ResearchColonizationCostFactorDesert ;5.0
'
'
'
'
'Research Colonization Cost Factor - Ice colonization:
'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type,
'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0
ResearchColonizationCostFactorIce ;5.0
'
'
'
'
'Research Colonization Cost Factor - Volcanic colonization:
'The cost factor for researching Continental colonization. This can be used to increase or reduce the cost of researching colonization for a particular planet type,
'e.g. the race may be poorly-suited to colonizing a particular type of planet, so the research cost factor is increased. Valid range from 0.2 to 5.0
ResearchColonizationCostFactorVolcanic ;5.0
'
'
'
'
'Colony Construction Speed Factor - Continental
'The speed at which new colony ships are built at Continental colonies. This can be used to increase colony ship construction speed at the
'race’s native planet type. Valid range from 0.2 to 5.0
ColonyConstructionSpeedFactorContinental ;0.2
'
'
'
'
'Colony Construction Speed Factor - Marshy Swamp
'The speed at which new colony ships are built at Marshy Swamp colonies. This can be used to increase colony ship construction speed at the
'race’s native planet type. Valid range from 0.2 to 5.0
ColonyConstructionSpeedFactorMarshySwamp ;0.2
'
'
'
'
'Colony Construction Speed Factor - Ocean
'The speed at which new colony ships are built at Ocean colonies. This can be used to increase colony ship construction speed at the
'race’s native planet type. Valid range from 0.2 to 5.0
ColonyConstructionSpeedFactorOcean ;0.2
'
'
'
'
'Colony Construction Speed Factor - Desert
'The speed at which new colony ships are built at Desert colonies. This can be used to increase colony ship construction speed at the
'race’s native planet type. Valid range from 0.2 to 5.0
ColonyConstructionSpeedFactorDesert ;0.2
'
'
'
'
'Colony Construction Speed Factor - Ice
'The speed at which new colony ships are built at Ice colonies. This can be used to increase colony ship construction speed at the
'race’s native planet type. Valid range from 0.2 to 5.0
ColonyConstructionSpeedFactorIce ;0.2
'
'
'
'
'Colony Construction Speed Factor - Volcanic
'The speed at which new colony ships are built at Volcanic colonies. This can be used to increase colony ship construction speed at the
'race’s native planet type. Valid range from 0.2 to 5.0
ColonyConstructionSpeedFactorVolcanic ;0.2
'
'
'
'
'Colony Population Policy Growth Factor Exterminate
'Bonus to population growth at a colony when a foreign race is being exterminated through the Exterminate colony population policy. Valid range from 0.2 to 5.0
ColonyPopulationPolicyGrowthFactorExterminate ;3.0
'
'
'
'
'Immune Natural Disasters At Colony Type
'The race can usually avoid natural disasters at specified colony type 0=None, 1=Continental, 2=MarshySwamp, 3=Ocean, 4=Desert, 5=Ice, 6=Volcanic
ImmuneNaturalDisastersAtColonyType ;0
'
'
'
'
'Spaceport Armor Strength - Factor
'Bonus to armor strength for space ports built at colonies. Valid range from 0.3 to 3.0
SpaceportArmorStrengthFactor ;1.5
'
'
'
'
'Known Starting Galactic History Locations
'Number of special historical locations known by the race at the start of the game. Locations include restricted areas like Weapons Testing Ranges,
'special Research Facilities, secret Supply Depots, etc. Valid range from 0 to 10.
KnownStartingGalacticHistoryLocations ;0
'
'
'
'
'Tourism Income Factor
'Bonus factor to all tourism income at resort bases and other tourist destinations. Valid range from 0.2 to 5.0
TourismIncomeFactor ;3.0
'
'
'
'
'Free Trade Income Factor
'Bonus factor to all trade transaction fees at space ports, colonies and mining stations. Valid range from 0.2 to 5.0
FreeTradeIncomeFactor ;3.0
'
'
'
'
'Migration Factor
'General rate of migration between colonies for this race. Valid range from 0.2 to 5.0
MigrationFactor ;3.0
'
'
'
'
'Troop Regeneration Factor
'Rate of troop regeneration after taking damage in battles. Valid range from 0.2 to 5.0
TroopRegenerationFactor ;3.0
'
'
'
'
'Pirate Default Playstyle
'Default pirate playstyle of the race 0=Balanced, 1=Raider, 2=Mercenary, 3=Smuggler
PirateDefaultPlaystyle ;2
'
'
'
'
'Designs Picture Family Index Pirates
'Designs picture family index when race is Pirate: index of default ships pictures used for this race from ship pictures contained in
'images\units\ships folder. Valid range is 0 to 50. Ensure that a matching ship image family folder exists for the specified index.
'-1 means default random pirate ship images
DesignsPictureFamilyIndexPirates ;26
'
'
'
'
'Immune To Plagues (NOT IN MANUAL)
'Whether this race is immune to plagues (Yes or No)
ImmuneToPlagues ;N


< Message edited by rjord1 -- 11/22/2019 6:20:40 AM >


_____________________________



(in reply to rjord2021)
Post #: 418
Star Wars - The Evacuation of Yavin (in beta development) - 11/22/2019 2:37:15 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
When you look at the screenshot below you will see in the top left corner that we are looking at all available designs when starting the mod at this stage of development.

No construction ships.
No exploration ships.
No mining ships.
No capital ships.

In effect...... this is where the fun part begins when looking at what ships will be added to the mod.




Attachment (1)

< Message edited by rjord1 -- 11/22/2019 2:38:18 PM >


_____________________________



(in reply to rjord2021)
Post #: 419
Star Wars - The Evacuation of Yavin (in beta development) - 11/22/2019 11:34:37 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
This weekend I am working on creating the new research and components files needed to build the various military ships you will need during the mod.

When you play as the Empire for example the first thing you need is to contstruct a Lambda-class T-4a shuttle to explore the local system.
Some of the planets may have crumbling cities from civilizations long extinct.
You will not find the secrets of hyperdrive in any of these cities.

To build the Lambda class shuttle your planet will need a supply of reinforced durasteel and carbon fiber for the hull. Then you need to research ion technology in order to move around the system. While scanning the planets you then research other technologies required by the Lambda shuttle.

Before the shuttle leaves the planet it is necessary to have initial research into space communication finished so you can maintain contact with the shuttle. This will also allow you to talk to pirates if they show up.

_____________________________



(in reply to rjord2021)
Post #: 420
Page:   <<   < prev  11 12 13 [14] 15   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Star Wars - The Evacuation of Yavin (in beta development) Page: <<   < prev  11 12 13 [14] 15   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.828