Building Editor

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UesugiKenshin
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Building Editor

Beitrag von UesugiKenshin » Donnerstag 24. September 2020, 02:14


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Re: Building Editor

Beitrag von UesugiKenshin » Donnerstag 24. September 2020, 04:33


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Re: Building Editor

Beitrag von UesugiKenshin » Donnerstag 24. September 2020, 16:59

viewtopic.php?f=46&t=2575
When converting from Alpha and German to BotE for Android Windows and English, take a note of what blotunga said in the above link.

You can't just use the old data files for buildings as they are not compatible. But you would have the values so could recreate what someone already designed.

See I will be doing that extensively. I can't just load it. But I don't have to spend a lot of time coding it from scratch either. It's a big time saver.

Error check every building you add, because if you make errors, it will be very screwed up, and hard to fix. You will be cursing. It's meticulous but it would take twice as long to code from scratch.

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Re: Building Editor

Beitrag von UesugiKenshin » Donnerstag 24. September 2020, 17:04

The new editor will allow very fast modding as BotE Android (Windows Vista+) reads the newer file and loads it in the Windows version.

The Android modder (using standard BotE Android) should add on each new building by hand. The Java program does not read the newer buildings.data file.

A long time ago in modding, you renamed the org file like org_buildings.data and so if you screwed, you had a pristine working copy. Then did buildings1.data, buildings2.data, etc. You tested your edits and so had working backups in stages. You might make an error, but not lose all your work. It's the most conservative kind of editing as editing with a conservative protocol prevents errors and saves troubleshooting time.

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Re: Building Editor

Beitrag von UesugiKenshin » Freitag 9. Oktober 2020, 20:24

http://birth-of-the-empires.de/wiki/ind ... dings.data

What I think is most needed.
1. A line number attribute that raises the population probably by lunar colonies and Lagrange point space colonies.

But the genuine solution is nine planets in every sector as that is a massive region of 20 light years and would argueably have 9 x 80 solar systems so 720 planets! I'm serious. Nine routinely is puny.

Sector populations max out too rapidly and this really makes no sense in astronometric terms.

2. A line number that modifies major race diplomatic attributes by wonder projects.

What would happen is the major race rejects their past ethos and has a societal change of heart as they become more enlightened. It's a double eded sword as old minor alien races may revolt from membership, while new minor alien races might become attracted.

The alternative is a choice where there is a good Cartare and a standard malevolent one.

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Re: Building Editor

Beitrag von UesugiKenshin » Dienstag 13. Oktober 2020, 00:10

There are enough interesting buildings in the editor that you don't have to reinvent the wheel. Consider copying several of the minor alien race unique buildings as the major aliens encounter them, it's very likely that they would copy their technology at Advanced levels.

Possible try to use the same buildings and copy existing graphic files are you just making it hard on yourself by creating an ever increasing numbers of graphics.

If you think of something that you think is unique, chances are someone already created it. You just didn't find it yet in the building editor.

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Re: Building Editor

Beitrag von UesugiKenshin » Dienstag 13. Oktober 2020, 00:15

For example the Bonearans have a Intergalactic Trade union and add up to 8 resource routes and or trade routes. The Maledon have something similar too. So it really isn't necessary to create 15 different ones that all add different amounts when you can add three basic types.

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