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Author Topic: Modding UQM – tricky problem  (Read 1723 times)
Cedric6014
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Modding UQM – tricky problem
« on: November 09, 2009, 08:17:11 pm »

As some here might remember I’m modding UQM for an attempt at some sort of sequel.

I’ve meddled with the starmap to incorporate the bottom-left 500x400 of the old map in the top right hand corner. This leaves a whole lot of new unexplored space south and west while retaining many of the old star systems and keeping everything in tact.



It’s set two years after the end of SC2, and this game will have all the same stuff like harvesting resources. The problem with this is that Alpha Centauri, Delta Tauri and others will re-seed with the same vast amount of wealth as they had in SC2. It doesn’t seem right that they can be re-harvested. It’s like cheating! I mean Zelnick has already been there and taken everything.

So I figured I should somehow reduce the mineral wealth of all/some or most the stars in this sector by maybe 90%. (Rather than having everything pre-strip mined). So that means that Alpha Centauri would still have a few trace amounts of exotics.

The only way I can think of doing this is creating a manual override for perhaps the top 50-70 resource-rich planets like the original creators did with the Evil Ones on Epsilon Gruis and other special planets.

Now this would be a job and half so if anyone has any better ideas can you let me know? Any clever tricks?

But if I must do the manual thing, has anyone produced a resource that lists the vital stats (mineral and bio wealth) of all the planets? I have this for stars, but I need it for planets.
« Last Edit: November 09, 2009, 08:40:56 pm by Cedric6014 » Logged

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meep-eep
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Re: Modding UQM – tricky problem
« Reply #1 on: November 09, 2009, 09:34:03 pm »

This file includes mineral and bio information. I can even generate a list with each individual resource listed, if you want.

But here is my suggestion, for which you don't need this list:
Create an override, like the ones used for the various "special" solar systems. The override calls GenerateRandomIP(GENERATE_MINERAL) to generate the minerals as it used to do in UQM. Then it loops over all deposits and removes or reduces some of them.
Then you set in plandata.c that this override is used for all planets. If you don't want to figure out which ones to modify, you could write some piece of code which does this for you.
The only exceptions you may need to make is for the solar systems which were already special, as there can only be one override per system.
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Cedric6014
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Re: Modding UQM – tricky problem
« Reply #2 on: November 10, 2009, 11:10:55 am »

Thanks Meep-Eep - I'll try and implement your advice this weekend.

That file is really interesting. What's LifeChance?

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Re: Modding UQM – tricky problem
« Reply #3 on: November 10, 2009, 06:41:30 pm »

The chance of bio existing on the planet, based on the surface temperature and the atmospheric density.
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