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New Planets!


NovaCameron
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136 planet types/sizes... :D and all are done. Just wrapping up putting them in.

 

moon = 3k

dwarf = 6k

normal = 12k

large = 18k

huge = 24k

super = 30k

giant = 60k

 

Academy (Normal, Large)

Acid (Dwarf, Normal, Large, Huge

Agriworld (Normal, Large)

Aquatic Industrial (Normal)

Arid (Dwarf, Normal, Large, Huge)

Asteroid (Not redone only edited)

Asteroid Shipyard

Barren (Moon, Dwarf, Normal, Large, Huge, Super)

Comet

Crystal (Moon, Dwarf, Normal, Large

Desert (Dwarf, Normal, Large, Huge, Super)

Ecumenopolis (Dwarf, Normal, Large)

Forest (Dwarf, Normal, Large, Huge)

Gas Giant (Super, Giant)

High Crystal (Normal, Large)

High Desert (Normal, Large)

High Ice (Normal, Large)

High Industrial (Normal, Large)

High Jungle (Normal)

High Swamp (Normal, Large)

High Terran (Normal, Large)

High Terran Cultural (Normal, Large)

High Terran Economic (Normal, Large)

High Tundra (Normal, Large)

Ice (Moon, Dwarf, Normal, Large, Huge)

Ice Giant (Super, Giant

Industrial (Dwarf, Normal, Large)

Jungle (Dwarf, Normal, Large)

Low Industrial (Dwarf, Normal, Large)

Low Terran (Dwarf, Normal, Large, Huge, Super)

Mountainous (Dwarf, Normal, Large)

Ocean (Dwarf, Normal, Large)

ORD (Normal, Large)

Pangea (Dwarf, Normal, Large)

Rocky (Dwarf, Normal, Large, Huge, Super)

Rusty (Dwarf, Normal, Large

Savannah (Dwarf, Normal, Large)

Swamp (Dwarf, Normal, Large)

Terran (Dwarf, Normal, Large

Toxic (Dwarf, Normal, Large, Huge)

Tropical (Dwarf, Normal, Large)

Tundra (Dwarf, Normal, Large)

Urban (Dwarf, Normal, Large)

Volcanic (Moon, Dwarf, Normal, Large, Huge, Super)

Volcanic Industrial (Normal, Large)

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Holy $*%! that's a lot of planets. I'm assuming the size things refer to max planet population? You sir, are awesome, and I'll slap them into the beta once you post 'em up. I might do some more tweaking myself, but it'll be minor for sure.
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Nope, size refers to actual game size. There is a whole other thing for pop which goes from 10-10k hehe Here's a short list of things I've done:

 

Different visual sizes (see above)

All planets have a set of settings for each one:

Heath (1-4): 1:15k 2:30k 3:60k 4:120k (Yes there are now planets which WILL take a fleet to conquer)

Tech (1-5): This states how many log and tac slots it has, also speeds up planet health regen.

Colonization (which level 1-5) Yes I have a tech for Urban (or Centralized)

Resource Rates: Each planet has two resource variables: Amount and Quality

These were put through a set of equations to produce the cost of each planet's upgrades.

Planet bonuses were removed BUT some planets have a planet characteristic that changes culture, trade, and module construction rates, which ties into...

A planet ability set that increases ship production (10%, 20%, 30%, 50%) (thanks to Uzi's planets but I took it from DistantStars just to be sure, I got permission to use it.)

 

But the one things that makes this the best planet mod ever...

 

I use actual satellite imagery for the textures! Yes, no more grainy textures for planets. (Thanks to NASA) They were edited and wrapped around the edited planet models. Complete with 4 cloud textures, (complete, heavy, medium, light) taken from various sources, (Thanks to whoever made them for Celestia, and NASA)

 

Yes the planet sizes each have a different model. They are MUCH bigger. (2.2x for normal) So they are bigger, stronger, prettier, and better than before.

 

(And it's almost done. :D )

 

Edit: Note, these are to be used by themselves. The Sins Plus planets will look horrible with them, and they are NOT balanced for anything besides themselves. Add them to the Beta but remove SinsPlus. I might need to work on balancing them with buildings and ships but that should be easy.

 

Edit2: Ah dang it... Now I have to got through and remove the SinsPlus garbage... I haven't updated in awhile and I just did. I have a different planet Level setting. I go by "Tech Levels" but Uzi and ironclad went by type.

 

Note2: My planets do cost some money to upkeep to start with. Most get rid of it BUT some keep it. T1: -2 T2: -4 T3: -6 T4: NA T5: -8 this is due to the shear amount of money, metal, and crystal you get from my planets.

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Now I have to got through and remove the SinsPlus garbage...

Nah, you don't have to do that. Just send me the files and I'll add them into the beta (and remove the SinsPlus stuff). Also, a list that I can copy paste into entity.manifest would greatly speed things up as well.

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Eh, I'm scavenging the icons.... and some techs... I'll do the entities for you since I wanna see if it actually runs... lol

I'd suggest leaving the techs alone (and make all the planets fall under the terrain or asteroid tree) until the stuff runs well. Also a suggested tech class, by type, make up (ORD is excluded as I have no idea what it is):

 

Terran: Terran (all types), Ecumenopolis, Industrial (all types), Savannah

Mainly Undeveloped (re-purposing of Volcanic): Forrest, Jungle (all types), Ocean, Swamp (all types), Tropical, Pangea, Mountainous

Extreme Dryness (re-branding of Desert): Arid, Desert (all types), Rusty

Extreme Climate (re-branding of Ice): Aquatic Industrial, Ice, Ice Giant, Volcanic, Volcanic Industrial, Tundra (all types)

Asteroid: Asteroid, Asteroid Shipyard, Barren, Comet, Crystal (it's a heavy mining planet I assume (all types)), Rocky, Urban (because you just can't build up anymore, or slap in None)

Chemical/Gas: Acid, Gas Giant, Toxic

None: Academy (could be in Terran), Agriworld (could be in Main Undeveloped)

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I don't want the High Tech planets with lowly Terran planets. Sure as heck don't want them to get the pop upgrade for it. The planets run just fine, I've had them in a previous version. There are a few bugs that need squashing due to the size I expanded it by. I have a reason for the way the planets are organized. It is by tech required to basically 'run' the planet from low to high. If you move it I have to rip it apart and re-input all the variables.

 

Asteroid is a planet size and has it's own unique sets. (I may be persuaded to move the Moons to the Asteroid group, they are in the 'Extreme' tech group right now.)

Rusty is Nar Shadda nothing to do with climate.

Agriworld is developed, very specific, but it is.

Aquatic Industrial is Mon Calamari, again nothing to do with climate.

Volcanic Industrial is Sullust.

Academy is like Cardia or Anaxes.

Urban is Taris or Eriadu. Nothing to do with not building up. I had to call it something....

Undeveloped; it doesn't work that way. Not in SW. Particularly since the planet types you listed have pops of 50, 50, 250, 200, 20, 200, 50, 200, 150. It just make no sense to have a group as 'Undeveloped' cause these are developed planets, to a point, and causes conflicts with others.

 

Again you are ordering them by climate which makes no sense in the SW galaxy. This will cause issues with game play, if you want to keep the popcap techs. I specifically ordered them like this so that it makes sense and is balanced to a point. I ordered them like the first post. IF you do this you will have categories, like Desert, that have 3 Types in them, out of 47.

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Fair enough. I was thinking more along the lines of colonization techs... However in hindsight... Seeing as how this is SW, having to researching colonization doesn't make much sense either.
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K, found the issue. Stupid abilities.... ah well they make it worth it. Just running though the paces. There are some errors i can't track down. I hope you guys can find them. Well I'll test the rest of the planets tomarrow and see if they actually load and make some SW maps for you beta players. (The first official ones! Yay!) Some Sectors and a light galaxy map or two... then off to Lavo it goes!
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ok ok. I got the planets done with a few maps.

 

Maps:

Star Wars Galaxy Light 70+planets

The Centrality (small map 15 or so planets)

Kashyyyk and Neighbors (medium map 40 or so)

Arkanis Sector (small map 20 or so)

 

Speacial!: A taste of what is to come.

two scenarios over Sith space set during the Great Hyperspace War! Play as either the Sith or Republic in conquering or defending the Sith Empire from Naga Sadow's folly.

1 planet each side. The Sith must reunite themselves and the Republic must establish a foothold on korriban to continue the invasion. Small local map.

 

I'll package them up and e-mail them to lavo tomorrow...

 

Look forward to more galaxy maps, sector maps, region maps, and historical maps set during the from pre-republic to Legacy!

 

Currently working on: The Conquests of Xim the Despot

Play as either Xim and the Tionese Empire or the Hutts as Xim invades the Hutts!

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Ha! Sent the email to Lavo so he can upload it to all of you soon. I bet there are some errors around so tell me what they are and I'll fix them, or maybe you can fix them. :P

 

Edit: If you don't want to wait for the update here are the files:

http://www.gamefront.com/files/20015092/SOGE_Novan_rar

It'll likely be a little while before I get these up... RL has been biting me for the past 6-7 weeks, and with the uni app deadline being right at the door, it's much worse now.

 

Edit: I don't see anything in my email inbox from you, so I'll just use that dl link.

 

Edit: Wow these changes are huge. A question, did you totally remove random planet bonuses? Also, the Random, WeightedRandom, and WeightedColonizable's will need some work, the former esp. so that random scenarios work as intended. This won't be too hard however, will just take time, your planet groupings (like AcidRandom) will make this much easier than otherwise, so I gotta thank you for putting those in.

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I know I'll put some more planet groupings in. But there is a limitation to how many objects can be in a group. I think that limit is 50. I use 45 as a max because i get errors if i go larger. (I think. I'll do some more work on the larger planet groupings later.) And don't the planets look beautiful? :D

 

I removed the random planet bonuses because i kinda want to make new ones that make sense. As well as making them 'Star Wars-y'. The old ones, including the ones from the other modders seem forced. They are just a game features to make the 3 original planet seem different. With my planets they feel out of place. At least they need to be reassigned and remade before I can actually include them. As you can see my standards are fairly high.... lol

 

PS: Enjoy the maps!

 

Edit: Ok, I'll check out making all the random stuff tomorrow. and stick a update in.

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I removed the random planet bonuses because i kinda want to make new ones that make sense. As well as making them 'Star Wars-y'. The old ones, including the ones from the other modders seem forced. They are just a game features to make the 3 original planet seem different. With my planets they feel out of place. At least they need to be reassigned and remade before I can actually include them. As you can see my standards are fairly high.... lol

This makes sense.

 

Edit: Ok, I'll check out making all the random stuff tomorrow. and stick a update in.

This would be greatly appreciated, thanks. The highest I've gone with lists is 44, thus far, and I hope you slap in some non-colonizations into the WeightedRandom and Random groups, otherwise you end up with a system full of planets like in stock Sins Plus, which is kinda obscene. This is also appreciated as the maps I've been making use these Random groups.

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I will. I'll also see if I can make some extra non-colonizable stuff. Not sure what though since Star Wars seems to colonize EVERYTHING. Plus really, star systems are small and boring places. A small number of planets, toss in a few dozen moons, a bunch or roids and poof you got a 'normal' star system. Though I guess i can weight it to moons and roids. I'll figure it out. I plan to make size and tech categories also so you have more to play with.

 

Notice: I think there are a few meshes that are messed up. If you see a planet that is purple and green and has very splotchy clouds tell me which one it is so i can fix the mesh.

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I will. I'll also see if I can make some extra non-colonizable stuff. Not sure what though since Star Wars seems to colonize EVERYTHING.

This is true. Though having a system filled with 55 planets and 0 non-colonizables is a bit extreme, there's always at least /some/ asteroid belts or whatnot in there, though this is just imo.

 

I plan to make size and tech categories also so you have more to play with.

I noticed you've made use of the Invalid tech "type", which was quite interesting and a smart touch.

 

Notice: I think there are a few meshes that are messed up. If you see a planet that is purple and green and has very splotchy clouds tell me which one it is so i can fix the mesh.

When I get around to doing some actual testing of the mod, I'll do some large-scale mesh testing/scans. Thanks for the heads up!

 

Edit: Actually opened it now. These planets look stunning! Found one bug, for some reason, you have to put an entry in entity.manifest for PlanetAsteroidBelt to make the mod work. I don't know why the game needs this, but that fixed these two errors I was getting:

 

GalaxyScenarioDef Error: Invalid EntityDefName(PlanetAsteroidBelt) found for 'AsteroidBelt'.

 

GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'WeightedRandom' -> EntityDefName:'PlanetAsteroidBelt'.

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Eh? It's in mine... O.o I got a few fixes and almost done with adding more random groupings. I'll need to fix the random maps for it to work cause I'm throwing out the old ones...

 

Note: Don't colonize a planet with an ability just yet (any industrial or military) at least in config mode. It sets up a loop of errors that are a pain to get out of, doesn't crash the game oddly. I fixed it and will upload a patch with everything else. I think I found the mesh issue... -.-

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W00t! second version out. ya I'm making you re-dl the whole thing Lavo... sorry.

 

Fixes:

Planet abilities are properly placed on the interface (no more annoying assert loops after colonization)

Removed leftover abilities from the gas giant (leading to the above)

Meshes should now have no errors. You just get beautiful textures!

 

More Random planet groupings

weighted random 13:7 planet-roid ratio (there you go Lavo)

size groupings (roid, moon, dwarf, normal, large, huge, super, giant)

colonization groupings 1-5

health 1-4

tech level 1-5

 

Hopefully this should keep you random maps makers happy. :D

 

IMPORTANT NOTE:

Sins will crash (highly likely) when you first install this. This is because sins doesn't read the new galaxy file. It references the old one and freaks out. Once it crashes it will reload the new one.

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W00t! second version out. ya I'm making you re-dl the whole thing Lavo... sorry.

This is alright, your dl isn't that big, and the changes are worth it. :v

 

I'll play around with the Random a bit more, switch up the ratios a bit, this is very appreciated btw. Once all of this is in, and I have more time, I'll also make icons for the planet groups (ex. AcidRandom) for the GalaxyForge, so it's easier to make maps with the planet pack. ;)

 

Also yeah, that AsteroidBelt thing was an issue on my end... I removed it for some reason to test something and forgot to slap it back in.

 

Edit: Got a link to the new pack?

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No creating icons for the game! there's a limit for them and it takes like 5 or 6 images for each planet and eats away very fast at the 1000 limit...

I said the GalaxyForge, not the game. :P The GalaxyForge has no limit, iirc, it just searches for a pic with the name of the planet entry you are slapping onto the map.

 

Edit: You forgot to include a mesh file for LargeUrban in the upload.

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