new races spawning

okay k k k... I've figured out how to add a new race (by creating a new player entity file and adding that to the entity manifest).

But now when I start a game aplaying as the new race, they don't start off with any units, where is that information contained?

 

PS: I just copied the PlayerPhase.entity file and changed the race name to TEC.

1,342 views 3 replies
Reply #1 Top

The starting units can be foun in the GalaxyScenarioDef.GalaxyScenarioDef (open it the same way as other txt files) under

planetItemsTemplate
 templateName "Template:DefaultHomePlanetSetup"
 subTemplates 0
 groups 8
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Tech"
   owner "PlanetOwner"
   colonizeChance 1
   items 3
    item "Tech:Module:FrigateFactory"
    item "Tech:Frigate:Constructor"
    item "Tech:Frigate:Constructor"
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Titan"
   owner "PlanetOwner"
   colonizeChance 1
   items 1
    item "Titan:Frigate:StarBaseConstructor"
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Psi"
   owner "PlanetOwner"
   colonizeChance 1
   items 3  
    item "Psi:Module:FrigateFactory"
    item "Psi:Frigate:Constructor"
    item "Psi:Frigate:Constructor"
  group
   condition
    type "PlanetOwnerIsRaceNormalStart"
    param "Phase"
   owner "PlanetOwner"
   colonizeChance 1
   items 3
    item "Phase:Module:FrigateFactory"
    item "Phase:Frigate:Constructor"
    item "Phase:Frigate:Constructor"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Tech"
   owner "PlanetOwner"
   colonizeChance 1
   items 9
    item "Tech:Module:FrigateFactory"
    item "Tech:Module:CapitalShipFactory"
    item "Tech:Module:MetalExtractor"
    item "Tech:Module:MetalExtractor"
    item "Tech:Module:CrystalExtractor"
    item "Tech:Frigate:Constructor"
    item "Tech:Frigate:Constructor"
    item "Tech:Frigate:Scout"
    item "Tech:Frigate:Scout"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Titan"
   owner "PlanetOwner"
   colonizeChance 1
   items 1
    item "Titan:Frigate:StarBaseConstructor"    
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Psi"
   owner "PlanetOwner"
   colonizeChance 1
   items 9
    item "Psi:Module:FrigateFactory"
    item "Psi:Module:CapitalShipFactory"
    item "Psi:Module:MetalExtractor"
    item "Psi:Module:MetalExtractor"
    item "Psi:Module:CrystalExtractor"
    item "Psi:Frigate:Constructor"
    item "Psi:Frigate:Constructor"
    item "Psi:Frigate:Scout"
    item "Psi:Frigate:Scout"
  group
   condition
    type "PlanetOwnerIsRaceQuickStart"
    param "Phase"
   owner "PlanetOwner"
   colonizeChance 1
   items 9
    item "Phase:Module:FrigateFactory"
    item "Phase:Module:CapitalShipFactory"
    item "Phase:Module:MetalExtractor"
    item "Phase:Module:MetalExtractor"
    item "Phase:Module:CrystalExtractor"
    item "Phase:Frigate:Constructor"
    item "Phase:Frigate:Constructor"
    item "Phase:Frigate:Scout"
    item "Phase:Frigate:Scout"

Also if you're adding anything new remember to refer to it above this list, the player reference looks like this:

playerTypeCount 5
playerType
 designName "Tech"
 entityDefName "PlayerTech"
playerType
 designName "Psi"
 entityDefName "PlayerPsi"
playerType
 designName "Phase"
 entityDefName "PlayerPhase"
playerType
 designName "Pirate"
 entityDefName "PlayerPirate"
playerType
 designName "Titan"
 entityDefName "PlayerTitan"

The design name can be anything you want, just remember to refer to the right entity file. If you are adding new units/modules you have "refer" to the too

example:

planetItemType
 designName "Titan:Frigate:StarBaseConstructor"
 entityDefName "FrigateTitanStarBaseConstructor"

 

Reply #3 Top

np ^^