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Sins of a solar empire map designer min count
Sins of a solar empire map designer min count








sins of a solar empire map designer min count
  1. SINS OF A SOLAR EMPIRE MAP DESIGNER MIN COUNT MOD
  2. SINS OF A SOLAR EMPIRE MAP DESIGNER MIN COUNT CODE

Most vanilla stars use 1 for some reason, so that's what I did here. Again, for the central star, this doesn't matter so you can use any old number.

  • "orbit_angle" is the orbital angle from the previous planet, so if the previous had an angle of 30, using "orbit_angle = 20" would give it an overall angle of 50.
  • For the lone star in a system, you naturally want this to be 0.
  • "orbit_distance" is the distance from the previous element, or if no such element exists, the system's center.
  • A size range of 20-35 is recommended for stars, since smaller than that looks silly and larger can swallow up ships flying overhead. This used to refer to the number of planet tiles, but since tiles are obsolete in general and useless on stars anyway, it just makes the star appear bigger or smaller. Anyway, just using "class = star" for the stars is recommended unless you have a good reason not to. You can use pc_b_star anyway if you want, but that can cause complications with star lighting and, in a binary/trinary system, planet naming. Using "class = star" will make it the star class that matches the star type, so if we'd used sc_b above, the star would be pc_b_star - a Class B Star.
  • "class", in the context of a planet refers to the planet class.
  • Note that the star is, as I mentioned above, considered a planet by the game engine.

    SINS OF A SOLAR EMPIRE MAP DESIGNER MIN COUNT MOD

    "type" refers to either a rocky, icy, or crystal asteroid belt, plus any others that one might mod into the game. "asteroid_belt" adds an asteroid belt at a certain distance from the center of the system - not necessarily from the sun! We'll get to that later.You can use a specific class such as sc_b, or a random list such as rl_standard_stars, which chooses a random one based on the spawn_odds in each star's code. "class" is, of course, the star class.No need for localisation this time the name the player will see is right there below it (in this case, "My System").

    SINS OF A SOLAR EMPIRE MAP DESIGNER MIN COUNT CODE

    "my_system_initializer" is, again, the name the game code uses to identify this system.All vanilla solar systems use 10 by default. It's not strictly needed, but can be useful if you want to play around with moon orbit distances en masse rather than one at a time. is a variable that can be set in each solar system initializer file.Initializer = "sol_neighbor_t1_first_colony"Īs before, let's go over each element one by = 10 Here's an example of a binary system that can be found in 00_star_classes: Information about modding individual stars can be found here.Īdding new star classes Note that "stars" and "star classes" are two different things: individual stars are considered the same as planets in the game code, and are found in common/planet_classes, while star classes refer to the classification of a solar system as a whole and will determine lighting, the system's icon in the galaxy map, and number of individual stars in a solar system. If you want to create one from scratch, create a new file and place it in that folder. Star classes can be found in common/star_classes. Stellaris appears to create the game map first using the \map files to create coordinates for the stars on the galaxy map, and then use the \star_classes file to pick what star class is at each coordinate, and then finalize the system with additional contents (planets, moons, asteroid belts) from the \system initializer files and \planet_classes files.










    Sins of a solar empire map designer min count