Hey
If I wanted to simply add the planets from Distant Stars to my copy of this mod, what would I have to do? (Just the planets, not any bonuses or anything)
Also, if I wanted to quicken the research speeds, how would I do that?
Any help would be appreciated
Moving the planets from Distant Stars to this mod is going to be more than just a quick set of instructions (and not to mention a waste of time since we are adding our own custom set with proper trek acronyms).
Just short of importing all the proper meshes from the mesh folder, planet entities from the GameInfo folder, .dds (DirectDraw Surface) files from the Textures folder (this is what makes the planets their proper shape and texture), updating the English file in the Strings folder, and finally updating both the entity.manifest and galaxy.manifest.
Yeah, that should just about sum it up.
My recommendation to speed up any values would be:
1. Start up game like normal.
2. Select Game Options tab (bottom of screen) under the New Games option.
3. Set speeds for Income, Build, Ship Speed, Research, and Culture at the rate you prefer.
(Note: Believe me, I'm not trying to treat you like your dumb, this is just the easiest way to do things).
If this isn't fast enough for you, than the only other way is to go into the GameInfo folder and select each Researchsubject entity file and open them with Wordpad or Notepad. In each file you will see a string of code that looks like this:
TXT
entityType "ResearchSubject"
hudIcon "HUDICON_RESEARCHSUBJECT_HULLTECH0"
smallHudIcon "HUDICON_RESEARCHSUBJECT_HULLTECH0"
infoCardIcon ""
NameStringID "IDS_RESEARCHSUBJECT_HULLTECH0_NAME"
DescriptionStringID "IDS_RESEARCHSUBJECT_HULLTECH0_DESCRIPTION"
researchWindowLocation
block 0
pos [ 0 , 1 ]
ResearchField "Combat"
Prerequisites
NumResearchPrerequisites 0
MinimumArtifactLevel -1
BaseUpgradeTime 40.000000
PerLevelUpgradeTime 5.000000
BaseCost
credits 400.000000
metal 0.000000
crystal 25.000000
PerLevelCostIncrease
credits 100.000000
metal 0.000000
crystal 25.000000
Tier 0
onlyWorksIfTierLabsExist FALSE
MaxNumResearchLevels 2
priority 1.000000
researchBoolModifiers 0
researchFloatModifiers 2
researchModifier
modifierType "HullPointsMaxAdjustment"
baseValue 0.000000
perLevelValue 0.062500
researchModifier
modifierType "HullPointsRegenAdjustment"
baseValue 0.000000
perLevelValue 0.025000
artifactPicture ""
(Note: This example is pulled from the file titled RESEARCHSUBJECT_HULLKLINGON0.entity)
Once in there, all you would have to do is adjust the area I have highlighted red with a smaller numeral value.
There, I think that pretty much covers everything!