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CIA-29 | FreeOrion: eleazzaar * r4298 /trunk/FreeOrion/ (changelog.txt default/eng_stringtable.txt default/techs.txt): some simplifications of the tech tree. | 03:53 |
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CIA-29 | FreeOrion: geoffthemedio * r4299 /trunk/FreeOrion/ (4 files in 2 dirs): | 16:53 |
CIA-29 | FreeOrion: -Removed lookup_strings field from ship design scripting format since this is always going to be true for scripted ship designs, so doesn't need to be parsed. | 16:53 |
CIA-29 | FreeOrion: -Changed flag for unproducible ship hulls, ship parts, and buildings from "producible = False" to "Unproducible". | 16:53 |
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jordanschroder | hello room. is there any way to turn off monsters? | 17:31 |
jordanschroder | it's kind of ruining my game - plus they aren't that believable | 17:31 |
GeofftheMedio | set life frequency to none | 17:37 |
GeofftheMedio | if that's not enough, you can edit planet_specials.txt to remove the entries that create monsters | 17:38 |
GeofftheMedio | setting specials frequency to none should also accomplish that | 17:38 |
jordanschroder | thanks for the workaround! does setting life to none also remove the inhabited planets though? | 17:52 |
GeofftheMedio | life to none will remove native / neutral planets, yes | 17:53 |
GeofftheMedio | another method would be to edit the monster spawn fleets file, and remove everything in it | 17:53 |
GeofftheMedio | or set all the spawn limits to 0 | 17:53 |
GeofftheMedio | then you can put the life frequency up again, but not get monsters | 17:53 |
jordanschroder | thanks geoff I appreciate all this... I'm in the planet_specials.txt file and can't find any entries for "monsters"... | 17:54 |
GeofftheMedio | ancient ruins has some CreateShip effects | 17:55 |
GeofftheMedio | which make monsters | 17:55 |
GeofftheMedio | (which are ships under the hood... or scales) | 17:55 |
jordanschroder | ahhhh | 17:56 |
jordanschroder | gotcha | 17:56 |
jordanschroder | so I found multiple entries for effects = CreateShip "xxx" | 17:57 |
jordanschroder | which one do I play with and how? | 17:57 |
GeofftheMedio | you probably want to remove | 17:59 |
GeofftheMedio | EffectsGroup | 17:59 |
GeofftheMedio | scope = Source | 17:59 |
GeofftheMedio | activation = AND [ | 17:59 |
GeofftheMedio | Not Turn low = 1 high = 99999 | 17:59 |
GeofftheMedio | Random probability = 0.6 | 17:59 |
GeofftheMedio | Not WithinStarlaneJumps 1 Contains And [ | 17:59 |
GeofftheMedio | Planet | 17:59 |
GeofftheMedio | OwnedBy AnyEmpire | 17:59 |
GeofftheMedio | ] | 17:59 |
GeofftheMedio | ] | 17:59 |
GeofftheMedio | effects = CreateShip "SM_GUARD_2" | 17:59 |
GeofftheMedio | from ancient ruins special | 17:59 |
jordanschroder | done. that won't affect the game i currently have running will it? | 18:01 |
GeofftheMedio | no. That effectsgroup just acts on the first turn and creates a guard over the ancient ruins planet, which would attack any ships that enter the system | 18:01 |
GeofftheMedio | that ship will still be there in your saved game | 18:01 |
jordanschroder | okie dokie. | 18:02 |
GeofftheMedio | if you want to delete all monsters in an existing game, you could add an effects to your imperial palace to destroy all monsters | 18:02 |
GeofftheMedio | EffectsGroup | 18:04 |
GeofftheMedio | scope = Monster | 18:04 |
GeofftheMedio | effects = Destroy | 18:04 |
jordanschroder | really? in-game? | 18:05 |
GeofftheMedio | you'd need to edit buildings.txt | 18:05 |
GeofftheMedio | add that effectsgroup to the building | 18:05 |
GeofftheMedio | then play a turn, and it will kick in | 18:05 |
jordanschroder | fuck ya | 18:05 |
jordanschroder | EffectsGroup | 18:08 |
jordanschroder | scope = Monster | 18:08 |
jordanschroder | effects = Destroy | 18:08 |
jordanschroder | should do it? | 18:08 |
GeofftheMedio | I think so... haven't tested it | 18:08 |
jordanschroder | i'll let you know in a minute | 18:08 |
GeofftheMedio | also, you need to put it in the right place in the file | 18:08 |
GeofftheMedio | hopefully that place should be easy to see | 18:09 |
jordanschroder | BuildingType | 18:09 |
jordanschroder | name = "BLD_IMPERIAL_PALACE" | 18:09 |
jordanschroder | description = "BLD_IMPERIAL_PALACE_DESC" | 18:09 |
jordanschroder | buildcost = 25 | 18:09 |
jordanschroder | buildtime = 10 | 18:09 |
jordanschroder | location = And [ | 18:09 |
jordanschroder | OwnedBy TheEmpire Source.Owner | 18:09 |
jordanschroder | TargetPopulation low = 1 high = 999 | 18:09 |
jordanschroder | ] | 18:09 |
jordanschroder | captureresult = destroy | 18:09 |
jordanschroder | effectsgroups = [ | 18:09 |
jordanschroder | EffectsGroup | 18:09 |
jordanschroder | scope = Monster | 18:09 |
jordanschroder | effects = Destroy | 18:09 |
GeofftheMedio | should be ok... | 18:09 |
jordanschroder | here goes nothing | 18:09 |
CIA-29 | FreeOrion: geoffthemedio * r4300 /trunk/FreeOrion/default/space_monsters.txt: Removed additional lookup strings flags from space_monsters.txt. | 18:09 |
jordanschroder | didn't work | 18:11 |
GeofftheMedio | did you end turn? | 18:11 |
jordanschroder | ya I'm a few turns in after saving buildings.txt | 18:12 |
jordanschroder | and there are still a couple monsters floating around | 18:12 |
GeofftheMedio | can you go into options, UI tab, and turn on autogenerated effects descriptions | 18:13 |
jordanschroder | k | 18:13 |
GeofftheMedio | then close the sidepanel, and then click on your home system | 18:14 |
GeofftheMedio | and mouse over the imperial palace buildign | 18:14 |
jordanschroder | only lists 3 effects groups. | 18:15 |
jordanschroder | nothing about the destroyed monsters | 18:15 |
jordanschroder | (which haven't been destroyed yet) | 18:15 |
GeofftheMedio | did you close and restart freeorion after editing the file? | 18:19 |
GeofftheMedio | it's working for me... | 18:19 |
GeofftheMedio | oh | 18:20 |
GeofftheMedio | if you installed in program files on windows, it's probably ignoring your edit | 18:20 |
GeofftheMedio | you may need to save buildings.txt to the desktop, and then manually copy over the file in program files (x86) / freeorion / default | 18:21 |
jordanschroder | running OSX, never used Terminal before in my life. | 18:21 |
jordanschroder | lol | 18:21 |
GeofftheMedio | oh | 18:21 |
jordanschroder | maybe i'll just wait until there's a toggle switch for them in options. | 18:21 |
jordanschroder | :P | 18:21 |
GeofftheMedio | I'd rather know why it's not working for you | 18:22 |
GeofftheMedio | where did you save the edited buildings.txt ? | 18:22 |
jordanschroder | same location as it was found | 18:22 |
GeofftheMedio | is there an extra effectsgroup if you start a new game? | 18:23 |
jordanschroder | one sec | 18:23 |
jordanschroder | nope. still the 3 initial effects groups | 18:25 |
GeofftheMedio | then you're not editing the right file | 18:25 |
GeofftheMedio | (assuming you've restarted freeorion since doing this editing) | 18:26 |
jordanschroder | ahhhh nope | 18:26 |
jordanschroder | (i'm new to all this stuff) | 18:26 |
jordanschroder | brb | 18:26 |
jordanschroder | AHA! | 18:27 |
jordanschroder | success. | 18:27 |
jordanschroder | at least it is listed on the palace now. now i gotta go hunting to confirm | 18:28 |
jordanschroder | :D | 18:28 |
jordanschroder | worked! | 18:30 |
jordanschroder | i could tell instantly because the supply lines indicated a neighbouring system where I knew one had eaten my scout this morning | 18:31 |
GeofftheMedio | they are treacherous | 18:31 |
jordanschroder | I think I'll be playing this a LOT more now. | 18:31 |
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