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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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| | |-+  campaign editor for UQM
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Author Topic: campaign editor for UQM  (Read 4667 times)
Kohr-Ah Death
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Re: campaign editor for UQM
« Reply #15 on: July 27, 2006, 12:16:15 am »

Quote
It would probably be easy to:
- Change which planet/system your home starbase was on.
- Change where items/minerals/bios are located.
technically can't be done, because if i remember correctly, the location of the star on the map and what type of star it is determines what minerals will be what, unless you write a planet script for each star on the map
and individual modify each planet you script in, the Dev guys probably know this better than i do.

- Change the textual dialog (you can do that now with the text files).
- Change the spheres of influence sizes, locations, etc.
- Edit simple ship parameters (speed, fuel, crew)
- Edit simple module parameters.

All of the above is actually quite easy if you set your mind to it

I think you can do all of the above by searching the source and making a few select changes.

It would probably be hard to:
- Create new ships (especially with weird special weapons).
- Alter current ships' weapons (like from lasers to missiles) and special features.
- Create random events.
- Create new races, with spheres of influence and text and images.
- Establish mines, colonies, starbases, fortifications.
- Create new modules for your ship.
- Create new addons for your lander.

Actually creating a new ship probably implies creating a new race, and that wouldnt be hard, that would take alot of work but it wouldn't be hard, the rest would be pretty hard.

Although I'd be happy to be contradicted about any of the above.

the stuff in bold italics is what i'm saying.
« Last Edit: July 27, 2006, 12:18:22 am by Kohr-Ah Death » Logged

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