Galaxy Forge - Planet types

So I've been searching everywhere for the answers but all the guides that are up I already know and they do not possess the information I am looking for. I am making a map in rebellion (with the DLC and Enhanced 4x mod) and there are two things I need to know to make this work properly.

1. Will Galaxy forge include the planet types that exist with the enhanced 4x mod? Example: if i place a planet and set the type to "random" short and sweet when the game loads the map will it only roll the dice for rebellion and its DLC's planet types or will it also roll for the mod planet types? like cryo planets etc. Because i already do not see them in the list of planet types in galaxy forge but when changed into the game E4X might be implemented then? if not can I implement them into galaxy forge easily?

 and 2. (the most important to me at this time) i am making a map that exists to be inherently random. I control gateways and paths but almost all of the planets are set to random types. this being said I need to know what types of planets are entail with these "random" settings. Example: I place a "random truefair" now what the heck does true and fair entail? also weighted boggles my mind. This is the list of options i would like explained if you would be so kind:

-weighted random vs. weighted random fair

-random vs. random fair vs. random true vs. random true fair

-random special vs. random special fair

-random uncolonizable vs random uncolonizable fair

-weighted colonizable vs. weighted colonizable fair

-"occupied planet" does this start with the defenses and militia that normally accompany an occupied planet or do i have to double click the "occupied planet" and add the template for an occupied planet?

-lastly "moon" i hear that is just the dwarf planets. can someone confirm?

29,323 views 11 replies
Reply #1 Top

Hello TheLovedOne,

 

If you want to make maps just for E4X (I.e. you don't mind not being able to play the maps without the mod), I would highly recommend using the E4X Galaxy Forge tool. It will allow you to manually place specific E4X planets like Cryo worlds, and even has some additional random types.


Will Galaxy forge include the planet types that exist with the enhanced 4x mod? Example: if i place a planet and set the type to "random" short and sweet when the game loads the map will it only roll the dice for rebellion and its DLC's planet types or will it also roll for the mod planet types? like cryo planets etc. Because i already do not see them in the list of planet types in galaxy forge but when changed into the game E4X might be implemented then? if not can I implement them into galaxy forge easily?

In theory it depends on the mod, but chances are virtually all mods will include their new planets in the random planet lists, so the random planet types in the default galaxy forge should work for most mods (and give you a chance at getting the new planets).


(the most important to me at this time) i am making a map that exists to be inherently random. I control gateways and paths but almost all of the planets are set to random types. this being said I need to know what types of planets are entail with these "random" settings. Example: I place a "random truefair" now what the heck does true and fair entail? also weighted boggles my mind. This is the list of options i would like explained if you would be so kind:

The only difference between planets/random planet lists and the fair version is that fair planets always have a fixed set of resource extractors and militia, and often have their planet bonuses removed. They are used only in the competitive versions of maps to ensure that say any two Volcanic planets are equal, rather than one have 3 metal asteroids and a lot of militia versus another player who got one with 4 metal asteroids and a weaker militia.


weighted random

Includes most possible planets, but I think it favors basic colonizeable planets.


random vs. random fair vs. random true vs. random true fair

Random is what you most likely think of random, each possible planet is in this list and each has an equal chance of being placed. Random True is like random colonzieable except it has to be a "True" planet, I.e. no asteroids or gas giants, but things like Terrans, Deserts, Ice etc. 

random special vs. random special fair

Pretty similiar to random uncolonizeable, but with some things like dead asteroids and possibly wormholes thrown in.


weighted colonizable vs. weighted colonizable fair

Anything weighted just means certain planets are more likely to be picked than others. I don't remember the exact weights but in E4X things like Industrial planets are less likely to appear than say ice planets.


"occupied planet" does this start with the defenses and militia that normally accompany an occupied planet or do i have to double click the "occupied planet" and add the template for an occupied planet?

Usually planets will come with their default militias if they are unowned, unless you enable the "Disable Default Templates" option in the group editor for that planet. Occupied might be different though, since its kind of special, so you might need to test it yourself.


lastly "moon" i hear that is just the dwarf planets. can someone confirm?

It is, in the Rebellion beta Dwarf planets were moons, but that was changed because people thought Dwarf planets made more sense.

 

Also FYI, if you open the GalaxyScenarioDef file for the mod you're using with the map in notepad (or just the E4X Galaxy Forge's file in would work), you can see the planet lists yourself, among lots of other things.

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Reply #2 Top

I actually have a similar question, and figured it best to put it here rather than create a new thread.

I'm looking to compile a "mod" of sorts for PERSONAL entertainment that will include a few more planets than come with the stock game (of Rebellion with both addons). I presently am bouncing between Maelstrom and Distant Stars - what I'd like to do is export a few planets from each and turn them into their own dedicated mini-mod so I can make maps with a wide variety of planets. Ideally, it'll be compatible with Distant Stars and a mini-mod I've made for myself and was able to drop into Distant Stars.

Anyone have any thoughts? I'm pretty sure it's gonna be more involved than just copying the contents of the galaxyscenariodef (GDF) file's contents from one mod to another's... I've got an idea but really have not much of a clue.

Reply #3 Top

Thank you. last thing since you showed me that file with the lists that are included under each random type is there a way that i can change some of the coding somewhere to add planet types to a random group? like if i were to just go ahead and throw every single planet type under the "random" category?

Reply #4 Top

Quoting TheLovedOne, reply 3

Thank you. last thing since you showed me that file with the lists that are included under each random type is there a way that i can change some of the coding somewhere to add planet types to a random group? like if i were to just go ahead and throw every single planet type under the "random" category?

Pretty sure things like the Pirate Base, home planets, occupied planets and wormholes are the only things not in the generic random category, since those are usually placed in a map in specific numbers. However, simply editing the GalaxyScenarioDef file (the one you're looking at) in the GameInfo folder of the mod will allow you to change the random planet lists. Just make sure to adjust the count in each category you change. Also, changing this most certainly will break multiplayer compatibility with other E4X players.

Reply #5 Top

I'd have to share my customizations to any other people I play with, that I get. I'm still banging my head against the wall though... I found out about the entity.manifest file and what it does (LOL) and have edited it accordingly, but still can' get any custom planets I've imported ingame. They show up in galaxyforge though, which I think is a bit odd...

Reply #6 Top

Quoting High_Guard, reply 5

I'd have to share my customizations to any other people I play with, that I get. I'm still banging my head against the wall though... I found out about the entity.manifest file and what it does (LOL) and have edited it accordingly, but still can' get any custom planets I've imported ingame. They show up in galaxyforge though, which I think is a bit odd...

The GalaxyForge only checks the GalaxyScenarioDef (GSD) file in its directory for planets. You must make sure your mod's GSD is the same and if you add/changed planets, that the entity files are correct and you have all the meshes and textures that entity file needs.

Reply #7 Top

Did that. Not working ingame. I've added entries to the GSD, also copied over the relevant entity files, textures and meshes for planets, no luck. What does the manifest file do? What am I missing? When I imported some ships, it wasn't this difficult, but I understand the game needs the GSD to tell it what planets can be used...

Reply #8 Top

Quoting High_Guard, reply 7

Did that. Not working ingame. I've added entries to the GSD, also copied over the relevant entity files, textures and meshes for planets, no luck. What does the manifest file do? What am I missing? When I imported some ships, it wasn't this difficult, but I understand the game needs the GSD to tell it what planets can be used...

You did add the planets as an orbit body type as well as add them to some planet lists in the GSD right? You need to add your planets in two different sections of the GSD, the GalaxyForge only checks the planet types.

Reply #9 Top

Oh. Uh.... no? I thought I did, but didn't. Only saw the two planets I tried to add as planettypes, not orbitBodyTypes. Let me play with this now...

Reply #10 Top

Quoting High_Guard, reply 9

Oh. Uh.... no? I thought I did, but didn't. Only saw the two planets I tried to add as planettypes, not orbitBodyTypes. Let me play with this now...

Basically, first you need to add a planet as an orbitBodyType, then you use those orbitBodyTypes to populate the planetTypes (I.e. random planet lists) which is what the GalaxyForge places. If you don't have a orbitBodyType defined, the game cannot find the entity file to place in the map hence you get no planets.

Reply #11 Top

So to start, I need to edit the GSD with orbitBody and PlanetType, and add said planet to the entity manifest.

What about innate buffs? IE, urban planets from Distant Stars having the Trade Center economy boost, or the mining/refining boost from the Maelstrom mod's mining world? I've seen buff entities, and have copied them as well, but after three hours of fighting with this (including starting over from scratch, twice) I'm as close to getting this working as I was two weeks ago when I started this. I'll admit to some discouragement, as I had no idea this was going to be this... involved. Importing ships wasn't!