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 Post subject: Modding - Where to find information
PostPosted: Jun 30 2008 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
I've not managed to get lots done yet, but there is some information available on the wiki;

http://www.supremewiki.com/index.php/Mo ... Ruler_2020

I will keep working to expand the site.

[Edit; new comment]

Also, if you're looking to learn how to do some modding, here are some good places to start;
* Walkthrough for country inventory (orbats)
* Walkthrough: CSV Relations overrides
* Superpowers Mod Walk-though

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BattleGoat Studios
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 Post subject:
PostPosted: Jun 30 2008 
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Major

Joined: Jun 27 2008
Posts: 153
List of all the effects(or at least those with text) in Tech Tree:
"&&TECHEFFECTSTEXT","Tech EffectName"
2,"Finished Goods Facilities Cost"
3,"Facilities Construction Materials Use"
4,"Pollution Levels"
5,"Research Efficiency"
6,"Counter Intelligence Efficiency"
7,"Intelligence Efficiency"
8,"Military Efficiency"
9,"City Power Generation"
10,"Mine Field Damage"
11,"Mine Field Lethality"
12,"Nuclear/Biological/Chemical Effects"
13,"Vehicle Fuel Consumption"
14,"Cost of Motorized Units"
15,"Unit Build Speed"
16,"Facility Build Speed"
18,"Finished Goods Facilities Efficiency"
19,"Finished Goods Costs"
22,"Nulcear Plant Maintenance Cost"
25,"Finished Goods Ore Demand"
26,"Finished Goods Petrol Demand"
27,"Finished Goods Coal Demand"
31,"Finished Goods Electrical Demand"
33,"Finished Goods Industrial Demand"
36,"Hydroponic Plant Production"
37,"Composites Plant Production"
38,"SynthFuel Plant Production"
39,"Power - Coal Production"
40,"Power - Nuclear Production"
41,"Power - Petrol Production"
42,"Power - Other Production"
43,"Power - Fusion Production"
44,"Consumer Goods Plant Production"
45,"Industrial Goods Plant Production"
46,"Military Goods Plant production"
47,"N/A"
48,"N/A"
49,"N/A"
50,"N/A"
51,"N/A"
52,"N/A"
53,"N/A"
54,"N/A"
55,"Oil Derrick Production"
60,"Population Agri Use"
61,"Population Ore Use"
62,"Population Petrol Use"
63,"Population Coal Use"
64,"Population Uranium Use"
65,"Population Timber Use"
66,"Population Water Use"
67,"Population Power Use"
68,"Population Consumer Goods Use"
69,"Population Ind Goods Use"
70,"Population Mil Goods Use"
71,"(Reserved)"
72,"Output of Agriculture"
73,"Output of Ore"
74,"Output of Petrol"
75,"Output of Coal"
76,"Output of Uranium"
77,"Output of Timber"
78,"Output of Water"
79,"Output of (All) Power"
80,"Output of Consumer Goods"
81,"Output of Industrial Goods"
82,"Output of Military Goods"
83,"(Reserved)"
84,"Efficiency of Agriculture"
85,"Efficiency of Ore"
86,"Efficiency of Petrol"
87,"Efficiency of Coal"
88,"Efficiency of Uranium"
89,"Efficiency of Timber"
90,"Efficiency of Water"
91,"Efficiency of Power"
92,"Efficiency of Consumer Goods"
93,"Efficiency of Industrial Goods"
94,"Efficiency of Military Goods"
95,"(Reserved)"
100,"Health Care Rating"
101,"Education Rating"
102,"Infrastructure Rating"
103,"Environment Rating"
104,"Family Rating"
105,"Law Enforcement Rating"
106,"Cultural Rating"
108,"Health Care Cost"
109,"Education cost"
110,"Infrastructure Cost"
111,"Environment Cost"
112,"Family Subsidy Cost"
113,"Law Enforcement Cost"
114,"Cultural Cost"
116,"Hard Target Defense"
117,"Soft Target Defense"
118,"Ground Attack Values"
119,"Anti-Air Attack Values"
120,"Anti-Ship Attack Values"
121,"Anti-Sub Atack Values"
122,"Ballistic Artillery Range"
123,"Missile Accuracy"
124,"Stealth Strength Values"
125,"Spotting Strength Values"
126,"MLRS Range"
127,"Facility (Fortification) Defense"
201,"Enables SOSUS Submarine Spotting Line."
202,"Enables Nuclear Weapons Production."
203,"Enables Chemical Weapons Production."
204,"Enables Biological Weapons Production."
205,"Enables Communications Satellite Production."
206,"Enables Recon Satellite Production."
207,"Enables MDI Satellite Production."
0,"No Effect"


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 Post subject:
PostPosted: Jul 01 2008 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
If you're going to add information about modding, please sign into the wiki and post it there so that all the information is in one place. Thanks.

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BattleGoat Studios
chris@battlegoat.com


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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 12 2008 
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Colonel

Joined: Jun 28 2008
Posts: 418
Location: Santa Maria CA USA
What does "not default set" mean exactly so I will know what I am doing?


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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 12 2008 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
I'd have to look it up, bump next week.

Anyone repost this to the wiki yet?

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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 13 2008 
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Colonel

Joined: Jun 28 2008
Posts: 418
Location: Santa Maria CA USA
I fixed some grammatical errors on the tech page as well as added category info. Ill add more as I come across them.


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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 19 2008 
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Colonel

Joined: Jun 28 2008
Posts: 418
Location: Santa Maria CA USA
Could you add some info on how to calculate the days to build and the cost? I have no clue what the numbers for these represent.


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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 19 2008 
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Lieutenant

Joined: Oct 08 2008
Posts: 63
Xbwalker wrote:
Could you add some info on how to calculate the days to build and the cost? I have no clue what the numbers for these represent.


It seems to me, that the build cost is in 100m per unit, but I havent got a clue about the days. I think its two months.


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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 19 2008 
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Colonel

Joined: Sep 06 2008
Posts: 280
I haven't seen any effect of those numbers in the .UNIT file, except the research time.

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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 19 2008 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
makaron111 wrote:
Xbwalker wrote:
Could you add some info on how to calculate the days to build and the cost? I have no clue what the numbers for these represent.


It seems to me, that the build cost is in 100m per unit, but I havent got a clue about the days. I think its two months.

Yes, the cost is in millions. The days to build a unit is in days. If it says a tank takes 32 days it should take 32 days. Higher Belli will decrease this slightly.

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 Post subject: Re: Modding - Where to find information
PostPosted: Oct 19 2008 
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Colonel

Joined: Jun 28 2008
Posts: 418
Location: Santa Maria CA USA
I tried to match these up in game and the in game times and costs were very different. I assume there were modifiers and techs that did this but I just needed to know what exactly they meant. Thanks.


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 Post subject: Re: Modding - Where to find information
PostPosted: Jan 13 2009 
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Sergeant

Joined: Jan 12 2009
Posts: 12
I've recently purchased 2010 and 2020, the latter first. I was very impressed with the 2010 demo, and decided that nukes were just indispensible sorts-of things not to play with, so got 2020...

There are a few issues my brief experience with 2020 that brought me to acquire 2010. The inability of 2020 to disestablish and reoptimize supply routes was available in 2010, and was a feature I really enjoyed. That facilities and units could be contracted at lower-than-default strength levels at manufacture to decrease production time was another. Where did these (and other?) features go?

Which leads to my question regarding the obvious similarities of the two engines, namely, how similar are the two engines? Without an editor, does the developer still build .MAP and .GAM files? Is the data structure, or at least the fields of the data structure the same? Could one advance the definition of the 2010 data fields using the descriptions for 2020?

...really enjoying my 2010! Thanks guys! :-)

p.s.- ...want missile silos... ...want missile silos... ...want missile silos... ...want missile silos... :P


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 Post subject: Re: Modding - Where to find information
PostPosted: Jan 13 2009 
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General
User avatar

Joined: Aug 22 2008
Posts: 3192
Location: Nearby, really I'll see you tonight when your sleeping
I acualy have an Idea of how missle silo's could be put into the game. There is two ways of doing this. The first would take a little bit more work but be more realistic (I BG was going this route, but decided to scrap the idea becouse it would not work). Basicaly you create a new structure in the Defualt Units tab. Pretty much same stats as missle fabs, just a new look(already ingame), tech requirements, and loose the ablitiy to produce missles. The only problem with this route is you would not have the ability to select the unit and have the ability to have it fire its missles. And I think this is probly why BG scraped the idea of missle silo's.

The other route would be to create a land unit that has 0 movement speed. A missle size to match that of the current tech era's missle size, and capacity for 1 missle. However this route has its follies too. But would be much easier to put into the game.

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 Post subject: Re: Modding - Where to find information
PostPosted: Jan 13 2009 
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Sergeant

Joined: Jan 12 2009
Posts: 12
I've noticed that the facility list is directly integrated into the unit list SRUNITS.CSV in 2010... all of the data fields are the same. That would suggest that defining a facility that can build missiles, load specific missiles, fire missles, and everything else a missile silo does would only be a matter of setting the specifically applicable data fields in the old SRUNITS.CSV file... i dun think there is an editor for 2020 to build the compiles, though i dun know even a bit about 2020 files.

I'm sure that battlegoat would have done this, though. I wonder what went wrong... ?!

On further inspection, in 2010, there is an air defense facility that uses an offensive value against air targets. There is also a ground target range field... just changing this value would suggest that a ground facility was attacking another ground target- very similar, but not nuclear...


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 Post subject: Re: Modding - Where to find information
PostPosted: Jan 14 2009 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16517
Location: BattleGoat Studios
You won't see missiles silos added to SR2020, at least not by us. I've had some similar ideas on how they might be "modded in" to some extent but have had other pet projects I'm spending time on instead.

The two engines are very similar, much of the back end code for 2020 came directly from the code for 2010, however the interface data structure is entirely different (.HAP files vs. .HAPX files) so every feature we wanted put into 2020 had to be rebuilt from scratch. Some features where not seen as worth the development time to bring back due to limited gameplay impact.

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