Special/Bonus ruins (Full Version)

All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series



Message


maled -> Special/Bonus ruins (5/29/2014 8:36:00 AM)

Hi there. Maybe was asked before... Is there any way to place bonus ruins (i.e. Great Mercantile Exchange, Unity Forum, etc.) in Universe Editor? Searched heavily and couldn't find. And, if there is no possibility, why??




Testmann -> RE: Special/Bonus ruins (5/29/2014 8:57:27 AM)

are these very specific ruins?

Because you can place them and remove them in the Universe editor.

[image]local://upfiles/45071/0A8D0E0787E9488E9C2701D0A359EF2F.jpg[/image]




maled -> RE: Special/Bonus ruins (5/29/2014 10:31:18 AM)

quote:

ORIGINAL: Testmann

are these very specific ruins?

Because you can place them and remove them in the Universe editor.


Thx for help, but I meant special/bonus ruins - i.e. Great Mercantile Exchange (+10% economy), Fortress of Torak (+200% Troop Strength), Techno Nexus (+50% Research), etc.

There is no such choice in "Ruins" Tab, neither "Ruins: Origin" gives such choice.

However maybe there is any special way to place them? Anybody knows?

Galaxy map editing/modding should be totally flexible without some "fixed", yet important for gameplay random things which cannot be changed/moved to another planet manually.




nedcorleone1 -> RE: Special/Bonus ruins (5/29/2014 12:44:17 PM)


quote:

ORIGINAL: maled

quote:

ORIGINAL: Testmann

are these very specific ruins?

Because you can place them and remove them in the Universe editor.


Thx for help, but I meant special/bonus ruins - i.e. Great Mercantile Exchange (+10% economy), Fortress of Torak (+200% Troop Strength), Techno Nexus (+50% Research), etc.

There is no such choice in "Ruins" Tab, neither "Ruins: Origin" gives such choice.

However maybe there is any special way to place them? Anybody knows?

Galaxy map editing/modding should be totally flexible without some "fixed", yet important for gameplay random things which cannot be changed/moved to another planet manually.


I'm pretty sure that if you double-click on any ruin that you place (including planets, gas giants, etc.) a screen will pop up that will allow you create any kind of available bonus you want.




maled -> RE: Special/Bonus ruins (5/29/2014 8:18:01 PM)

no offence guys, but either you don't know game at all or have no idea what bonus ruins are.

here is example below for one of the bonus ruins - Unity Forum - +20% diplomatic cap.

again, how to place them in editor? anybody know?



[image]local://upfiles/48732/A757F08C40274471B3BACA5B96630121.jpg[/image]




Alphanos -> RE: Special/Bonus ruins (5/30/2014 3:44:34 AM)

I think that the in-game editor doesn't yet support the special ruins, which is a shame. But in case it helps at all, I ran a text search through the game files for the Unity Forum, and here's the only section of text that came up:

Energy Engineering Facility		;Energy Engineering Facility
Techno Nexus		;Techno Nexus
Akurian Industrial Workshop		;Akurian Industrial Workshop
Carida Armaments Installation		;Carida Armaments Installation
Unity Forum		;Unity Forum
Garden of Arcadia		;Garden of Arcadia
Great Mercantile Exchange		;Great Mercantile Exchange
Fortress of Torak		;Fortress of Torak
Not Investigated - Details Unknown		;Not Investigated - Details Unknown
X Development bonus for colony		;{0} Development bonus for colony
Colony		;Colony
Hidden Fortress of X		;Hidden Fortress of {0}
Nexus of the Red Claw		;Nexus of the Red Claw
Great Beacon of X		;Great Beacon of {0}
Great Archives of X		;Great Archives of {0}
Silent Chamber of the RACE		;Silent Chamber of the {0}s
Imperial Archive X		;Imperial Archive {0}
Temple of Eternal Blackness		;Temple of Eternal Blackness


A couple of those lines don't seem to be for special ruins, but I suspect all special ruin names should be within that list.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.546875