So I'm trying to recreate the Battletech map, which in 3025 has about 2000 star systems. I've added a new map, which seems to render all the systems at the proper locations, using a new map\setup_scenario file and zeroing out the existing files.
Here is one of my pre-existing countries, though all are very similar without anything special:
And then each system gets its own solar_system_initializer. I create these with a .net exe, so its easy to do for 2000+ systems. Eventually I'll have more to it, but right now I'm just trying to move forward.
Here is an example of a regular initalizer:
And here is a capital system, for that previous faction
The issues I have are:
#1. The faction isn't spawning in its home/capital system. Not the selected empire, nor any other.
#2. While I have tried to define this before, never with any luck, I need these systems to have an owner specified. Almost all of the 2100 systems need to be owned at the start of the game, so each major faction can have 400-500 systems it should have on day 1.
#3. I also got rid of the non-human classes in the species_classes\00 and 01 files, but I still get all sorts of critters when the game starts. I need *ONLY* humans, as this universe has no aliens in it.
If I can get these things done, I think I can figure out the rest of the generation in getting all my systems unique. At that point I'll decide if I'll go all in and start changing game mechanics.
But I would think what I am trying to do would be easy, but it doesn't seem to be the case
Any help would be greatly appreciated!!!
I went ahead and attached the whole mod (WIP, clearly not very functional!), in case it helps anybody with troubleshooting.
Thanks,
Bad Syntax
static_galaxy_scenario = {
name = "Battletech_3025"
colonizable_planet_odds = 1.0
priority = 8
num_empires = { min = 16 max = 16 }
num_empire_default = 16
num_hyperlanes = { min = 0 max = 0 }
num_hyperlanes_default = 0
advanced_empire_default = 0
core_radius = 0
fallen_empire_default = 0
fallen_empire_max = 0
random_hyperlanes = no
system = { id = "11" name = "Acamar" position = { x = { min = -31.6344 max = -31.6344 } y= { min =30.852 max = 30.852 } } initializer = 0011_acamar }
<thousands of other lines>
system = { id = "2020" name = "Waypoint" position = { x = { min = 391.3416 max = 391.3416 } y= { min =-146.444 max = -146.444 } } initializer = 2020_waypoint }
}
name = "Battletech_3025"
colonizable_planet_odds = 1.0
priority = 8
num_empires = { min = 16 max = 16 }
num_empire_default = 16
num_hyperlanes = { min = 0 max = 0 }
num_hyperlanes_default = 0
advanced_empire_default = 0
core_radius = 0
fallen_empire_default = 0
fallen_empire_max = 0
random_hyperlanes = no
system = { id = "11" name = "Acamar" position = { x = { min = -31.6344 max = -31.6344 } y= { min =30.852 max = 30.852 } } initializer = 0011_acamar }
<thousands of other lines>
system = { id = "2020" name = "Waypoint" position = { x = { min = 391.3416 max = 391.3416 } y= { min =-146.444 max = -146.444 } } initializer = 2020_waypoint }
}
Here is one of my pre-existing countries, though all are very similar without anything special:
"Federated Suns" = {
key="fs"
ship_prefix="FSS"
species={
class="HUM"
portrait="human"
name="Federated Suns"
plural="Federated Suns"
adjective="Federated Suns"
name_list="HUMAN1"
trait="trait_ingenious"
}
name="Federated Suns"
adjective="Federated Suns"
authority="auth_dictatorial"
government="gov_irenic_dictatorship"
planet_name="New Avalon"
planet_class="pc_continental"
system_name="New Avalon"
initializer=""
graphical_culture="humanoid_01"
city_graphical_culture="humanoid_01"
empire_flag={
icon={
category="01_Inner_Sphere"
file="f_fs1.dds"
}
background={
category="backgrounds"
file="00_solid.dds"
}
colors={
"fs"
"fs"
"null"
"null"
}
}
ruler={
gender=male
name="Hanse Davion"
portrait="human_male_04"
texture=0
hair=5
clothes=6
ruler_title="Prince"
ruler_title_female="Princess"
leader_class="ruler"
}
spawn_as_fallen=no
ignore_portrait_duplication=no
room="default_room"
spawn_enabled=always
ethic="ethic_fanatic_pacifist"
ethic="ethic_materialist"
civics={
"civic_diplomatic_corps"
"civic_efficient_bureaucracy"
}
origin="origin_default"
}
key="fs"
ship_prefix="FSS"
species={
class="HUM"
portrait="human"
name="Federated Suns"
plural="Federated Suns"
adjective="Federated Suns"
name_list="HUMAN1"
trait="trait_ingenious"
}
name="Federated Suns"
adjective="Federated Suns"
authority="auth_dictatorial"
government="gov_irenic_dictatorship"
planet_name="New Avalon"
planet_class="pc_continental"
system_name="New Avalon"
initializer=""
graphical_culture="humanoid_01"
city_graphical_culture="humanoid_01"
empire_flag={
icon={
category="01_Inner_Sphere"
file="f_fs1.dds"
}
background={
category="backgrounds"
file="00_solid.dds"
}
colors={
"fs"
"fs"
"null"
"null"
}
}
ruler={
gender=male
name="Hanse Davion"
portrait="human_male_04"
texture=0
hair=5
clothes=6
ruler_title="Prince"
ruler_title_female="Princess"
leader_class="ruler"
}
spawn_as_fallen=no
ignore_portrait_duplication=no
room="default_room"
spawn_enabled=always
ethic="ethic_fanatic_pacifist"
ethic="ethic_materialist"
civics={
"civic_diplomatic_corps"
"civic_efficient_bureaucracy"
}
origin="origin_default"
}
And then each system gets its own solar_system_initializer. I create these with a .net exe, so its easy to do for 2000+ systems. Eventually I'll have more to it, but right now I'm just trying to move forward.
Here is an example of a regular initalizer:
"Federated Suns" = {
key="fs"
ship_prefix="FSS"
species={
class="HUM"
portrait="human"
name="Federated Suns"
plural="Federated Suns"
adjective="Federated Suns"
name_list="HUMAN1"
trait="trait_ingenious"
}
name="Federated Suns"
adjective="Federated Suns"
authority="auth_dictatorial"
government="gov_irenic_dictatorship"
planet_name="New Avalon"
planet_class="pc_continental"
system_name="New Avalon"
initializer=""
graphical_culture="humanoid_01"
city_graphical_culture="humanoid_01"
empire_flag={
icon={
category="01_Inner_Sphere"
file="f_fs1.dds"
}
background={
category="backgrounds"
file="00_solid.dds"
}
colors={
"fs"
"fs"
"null"
"null"
}
}
ruler={
gender=male
name="Hanse Davion"
portrait="human_male_04"
texture=0
hair=5
clothes=6
ruler_title="Prince"
ruler_title_female="Princess"
leader_class="ruler"
}
spawn_as_fallen=no
ignore_portrait_duplication=no
room="default_room"
spawn_enabled=always
ethic="ethic_fanatic_pacifist"
ethic="ethic_materialist"
civics={
"civic_diplomatic_corps"
"civic_efficient_bureaucracy"
}
origin="origin_default"
}
key="fs"
ship_prefix="FSS"
species={
class="HUM"
portrait="human"
name="Federated Suns"
plural="Federated Suns"
adjective="Federated Suns"
name_list="HUMAN1"
trait="trait_ingenious"
}
name="Federated Suns"
adjective="Federated Suns"
authority="auth_dictatorial"
government="gov_irenic_dictatorship"
planet_name="New Avalon"
planet_class="pc_continental"
system_name="New Avalon"
initializer=""
graphical_culture="humanoid_01"
city_graphical_culture="humanoid_01"
empire_flag={
icon={
category="01_Inner_Sphere"
file="f_fs1.dds"
}
background={
category="backgrounds"
file="00_solid.dds"
}
colors={
"fs"
"fs"
"null"
"null"
}
}
ruler={
gender=male
name="Hanse Davion"
portrait="human_male_04"
texture=0
hair=5
clothes=6
ruler_title="Prince"
ruler_title_female="Princess"
leader_class="ruler"
}
spawn_as_fallen=no
ignore_portrait_duplication=no
room="default_room"
spawn_enabled=always
ethic="ethic_fanatic_pacifist"
ethic="ethic_materialist"
civics={
"civic_diplomatic_corps"
"civic_efficient_bureaucracy"
}
origin="origin_default"
}
And here is a capital system, for that previous faction
"1338_new_avalon" = {
name = "New Avalon"
class = "rl_standard_stars"
flags = { empire_home_system }
max_instances = 1
usage = custom_empire
planet = {
class = star
size = { min = 25 max = 30 }
orbit_distance = 0
orbit_angle = 1
}
planet = {
class = pc_arid
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
home_planet = yes
init_effect = {
prevent_anomaly = yes
generate_empire_home_planet = yes
set_deposit = d_null_deposit
generate_empty_system_resources = yes
}
change_orbit = 10
moon = {
count = { min = 0 max = 1 }
class = pc_molten
orbit_distance = 5
orbit_angle = { min = 90 max = 270 }
}
}
}
name = "New Avalon"
class = "rl_standard_stars"
flags = { empire_home_system }
max_instances = 1
usage = custom_empire
planet = {
class = star
size = { min = 25 max = 30 }
orbit_distance = 0
orbit_angle = 1
}
planet = {
class = pc_arid
orbit_distance = 30
orbit_angle = { min = 90 max = 270 }
home_planet = yes
init_effect = {
prevent_anomaly = yes
generate_empire_home_planet = yes
set_deposit = d_null_deposit
generate_empty_system_resources = yes
}
change_orbit = 10
moon = {
count = { min = 0 max = 1 }
class = pc_molten
orbit_distance = 5
orbit_angle = { min = 90 max = 270 }
}
}
}
The issues I have are:
#1. The faction isn't spawning in its home/capital system. Not the selected empire, nor any other.
#2. While I have tried to define this before, never with any luck, I need these systems to have an owner specified. Almost all of the 2100 systems need to be owned at the start of the game, so each major faction can have 400-500 systems it should have on day 1.
#3. I also got rid of the non-human classes in the species_classes\00 and 01 files, but I still get all sorts of critters when the game starts. I need *ONLY* humans, as this universe has no aliens in it.
If I can get these things done, I think I can figure out the rest of the generation in getting all my systems unique. At that point I'll decide if I'll go all in and start changing game mechanics.
But I would think what I am trying to do would be easy, but it doesn't seem to be the case
Any help would be greatly appreciated!!!
I went ahead and attached the whole mod (WIP, clearly not very functional!), in case it helps anybody with troubleshooting.
Thanks,
Bad Syntax
Attachments
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