I'm currently working on a Template/Structure mod, but I'm having problems doing so. Here's why:
1: I don't know which files are needed to make structure, template changes (I've already been to structures.txt, templates.txt, names.txt, and structure weapons.txt).
2: I've read different ways to name a template and such, but which one is the right one? I need a system.
3: I've created a mess out of my mod, I have over 20 failed attempts and it's hard to keep track of the most recent one.
4: When I do create a mod that's ready for testing, I change the file extension from .zip to .wz and I lose 3/4 of the data (or my eyes are playing tricks on me).
I came to you guys for help because I'm still having problems after Whippersnapper helped me with it (and besides, he's working on something already.
Structure/Template Mod - Which files are involved?
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Arreon
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Structure/Template Mod - Which files are involved?
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
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Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
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Zarel
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Re: Structure/Template Mod - Which files are involved?
Ah, man, I don't understand how you get so many problems with the zip file thing. Maybe you should install Windows 7 or something, that might help.
To make structure changes, you change structure.txt and structureweapons.txt. If you're making a new structure, you'll also need to add its name to names.txt. And if you want a new research topic for it, add it to research.txt. And its prerequisites to prresearch.txt. And the topic->structure relation to resultstructure.txt. And the name of the research topic to names.txt.
Of the files I named, the ones that aren't in the Txt Editing article are simple enough that you should be able to figure them out (fun fact: I figured out all of modding without looking at the source code - and I'm dumb enough that if I can do it, anyone can). The most important part is not to get researchstructure.txt and resultstructure.txt mixed up - researchstructure is for structure prerequisites (this structure needs to be built before you can research this) and resultstructure is for structure results (you need to research this before you can build this structure).
Ah, how about you just tell me what you want to do, and if it's a good idea, I'll add it to trunk. And if it's a bad idea, I'll just lecture you on balance for a while.
To make structure changes, you change structure.txt and structureweapons.txt. If you're making a new structure, you'll also need to add its name to names.txt. And if you want a new research topic for it, add it to research.txt. And its prerequisites to prresearch.txt. And the topic->structure relation to resultstructure.txt. And the name of the research topic to names.txt.
Of the files I named, the ones that aren't in the Txt Editing article are simple enough that you should be able to figure them out (fun fact: I figured out all of modding without looking at the source code - and I'm dumb enough that if I can do it, anyone can). The most important part is not to get researchstructure.txt and resultstructure.txt mixed up - researchstructure is for structure prerequisites (this structure needs to be built before you can research this) and resultstructure is for structure results (you need to research this before you can build this structure).
Ah, how about you just tell me what you want to do, and if it's a good idea, I'll add it to trunk. And if it's a bad idea, I'll just lecture you on balance for a while.
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Arreon
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Re: Structure/Template Mod - Which files are involved?
Thanks for the tip. I'll keep that in mind (although I did change the sql. files, thinking it was necessary).Zarel wrote:Ah, man, I don't understand how you get so many problems with the zip file thing. Maybe you should install Windows 7 or something, that might help.
To make structure changes, you change structure.txt and structureweapons.txt. If you're making a new structure, you'll also need to add its name to names.txt. And if you want a new research topic for it, add it to research.txt. And its prerequisites to prresearch.txt. And the topic->structure relation to resultstructure.txt. And the name of the research topic to names.txt.
The problem is that I lose track of where I am on the txt. files sometimes, so that causes problems.Zarel wrote:Of the files I named, the ones that aren't in the Txt Editing article are simple enough that you should be able to figure them out (fun fact: I figured out all of modding without looking at the source code - and I'm dumb enough that if I can do it, anyone can). The most important part is not to get researchstructure.txt and resultstructure.txt mixed up - researchstructure is for structure prerequisites (this structure needs to be built before you can research this) and resultstructure is for structure results (you need to research this before you can build this structure).
Ok, I'll try to break it down in a nutshell.Zarel wrote:Ah, how about you just tell me what you want to do, and if it's a good idea, I'll add it to trunk. And if it's a bad idea, I'll just lecture you on balance for a while.
I got bored of the AI using the same templates and structures over and over again, so I tried to create a mod to sort that problem out. There are some structures which I'm serious about adding to the list, and some which I put in for fun (the ones you don't have to add in, but can if you want).
Structures that can be added to trunk:
1: Heavy-machinegun *concrete* Guard Tower
2: Assault Gun Guard Tower
3: HPV Cannon Guard Tower
4: Assault Cannon Emplacement (PIE model is same as Flashlight Emplacement)
5: Pulse Laser Emplacement (I liked that one and the fact that you could place it just about anywhere)
6: Twin Assault Gun Emplacement (PIE model same as Flashlight Emplacement)
7: Twin Assault Cannon Hardpoint
8: Needle Gun Emplacement (PIE model same as Flashlight)
9: Rail Gun Guard Tower
Structures for fun:
1: Howitzer has same PIE model as Hurricane AA Site.
2: All other howitzers have same PIE model as Vindicator SAM Site.
3: Ripple Rockets have same PIE model as Hurricane AA Site.
4: Archangel Emplacement has same PIE model as Vindicator SAM Site.
I'll put the templates that I want in another post.
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
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Arreon
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Re: Structure/Template Mod - Which files are involved?
Templates:
T1:
1: Viper-HMG-Hover
2: Viper-HMG-Half-tracks
3: Bug-Light Cannon-Hover
4: Viper-Light Cannon-Tracks
5: Cobra-Flamer-Half-tracks
6: Python-HMG-Tracks
T2:
1: Panther-Assault Gun-Hover
2: Mantis-Assault Cannon-Hover (or Tracks)
3: Scorpion-HPV Cannon-Hover
4: Tiger-Assault Gun-Tracks
5: Python-Twin Assault Cannon-Tracks
T3:
1: Retaliation-Flashlight-Hover
2: Retribution-Twin Assault Gun-Hover
3: Retaliation-Pulse Laser-Hover
4: Retribution-Pulse Laser-Hover
5: Vengeance-Pulse Laser-Hover
6: Retribution-Angel Missile-Half-tracks
None of the changes I want involve changing the weapons themselves, so there might be less of an issue with balance.
I'm hoping that this will work out
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T1:
1: Viper-HMG-Hover
2: Viper-HMG-Half-tracks
3: Bug-Light Cannon-Hover
4: Viper-Light Cannon-Tracks
5: Cobra-Flamer-Half-tracks
6: Python-HMG-Tracks
T2:
1: Panther-Assault Gun-Hover
2: Mantis-Assault Cannon-Hover (or Tracks)
3: Scorpion-HPV Cannon-Hover
4: Tiger-Assault Gun-Tracks
5: Python-Twin Assault Cannon-Tracks
T3:
1: Retaliation-Flashlight-Hover
2: Retribution-Twin Assault Gun-Hover
3: Retaliation-Pulse Laser-Hover
4: Retribution-Pulse Laser-Hover
5: Vengeance-Pulse Laser-Hover
6: Retribution-Angel Missile-Half-tracks
None of the changes I want involve changing the weapons themselves, so there might be less of an issue with balance.
I'm hoping that this will work out
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
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Zarel
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- Location: Minnesota, USA
Re: Structure/Template Mod - Which files are involved?
Your templates are fine. I'll take a closer look later, and probably add most of them.
2. Sure.
3. Sure.
4. Why? We already have AC Bunker. You do realize that Emplacements are just Bunkers with no armor and no HP*, right?
5. We already have a Pulse Laser Tower. Emplacements are also just towers that can't fire over walls and have shorter range and no armor and no HP*. In addition, versatile weapons can't be emplacements or bunkers (sole exception is MG, which loses its versatility when in a bunker).
6. We already have TAG Hardpoint. Do you see the pattern here? Emplacements are inferior to all other structures.
7. Sure.
8. ...erm... see #5.
9. Overpowered. Only light weapons fit on towers, Rail Gun is too heavy and too powerful (and before you mention HPV, HPV is an exception).
* "No" is an exaggeration - read it as "significantly less" if you insist on being a literalist
1. Waste of complexity. Just use the normal Guard Tower. Put it behind a wall if you think it's weak.Arreon wrote:1: Heavy-machinegun *concrete* Guard Tower
2: Assault Gun Guard Tower
3: HPV Cannon Guard Tower
4: Assault Cannon Emplacement (PIE model is same as Flashlight Emplacement)
5: Pulse Laser Emplacement (I liked that one and the fact that you could place it just about anywhere)
6: Twin Assault Gun Emplacement (PIE model same as Flashlight Emplacement)
7: Twin Assault Cannon Hardpoint
8: Needle Gun Emplacement (PIE model same as Flashlight)
9: Rail Gun Guard Tower
2. Sure.
3. Sure.
4. Why? We already have AC Bunker. You do realize that Emplacements are just Bunkers with no armor and no HP*, right?
5. We already have a Pulse Laser Tower. Emplacements are also just towers that can't fire over walls and have shorter range and no armor and no HP*. In addition, versatile weapons can't be emplacements or bunkers (sole exception is MG, which loses its versatility when in a bunker).
6. We already have TAG Hardpoint. Do you see the pattern here? Emplacements are inferior to all other structures.
7. Sure.
8. ...erm... see #5.
9. Overpowered. Only light weapons fit on towers, Rail Gun is too heavy and too powerful (and before you mention HPV, HPV is an exception).
* "No" is an exaggeration - read it as "significantly less" if you insist on being a literalist
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Arreon
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Re: Structure/Template Mod - Which files are involved?
I didn't take the structure stats (HP, Armor, etc.) into account there, whoops.Zarel wrote: 1. Waste of complexity. Just use the normal Guard Tower. Put it behind a wall if you think it's weak.
2. Sure.
3. Sure.
4. Why? We already have AC Bunker. You do realize that Emplacements are just Bunkers with no armor and no HP*, right?
5. We already have a Pulse Laser Tower. Emplacements are also just towers that can't fire over walls and have shorter range and no armor and no HP*. In addition, versatile weapons can't be emplacements or bunkers (sole exception is MG, which loses its versatility when in a bunker).
6. We already have TAG Hardpoint. Do you see the pattern here? Emplacements are inferior to all other structures.
7. Sure.
8. ...erm... see #5.
9. Overpowered. Only light weapons fit on towers, Rail Gun is too heavy and too powerful (and before you mention HPV, HPV is an exception).
* "No" is an exaggeration - read it as "significantly less" if you insist on being a literalist
I didn't know Emplacements aren't as effective as the other structures.
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM