SystemTypes.txt (SEIV)

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SystemTypes.txt is the file that defines all of the Systems called for in QuadrantTypes.txt.

System Properties

Name                      := Standard 1
Description               := Standard solar system.
System Physical Type      := Normal
Background Bitmap         := Starmap.bmp
Empires Can Start In      := TRUE
Mask Background Objs      := FALSE
Non-Tiled Center Pic      := FALSE
Number of Abilities       := 0
WP Stellar Abil Type      := Normal Warp Point
Number of System Objs     := 12
Obj 1 Physical Type       := Star
Obj 1 Position            := Ring 1
Obj 1 Stellar Abil Type   := Normal Star
Obj 1 Size                := Any
Obj 1 Age                 := Any
Obj 1 Color               := Any
Obj 1 Luminosity          := Any
Obj 2 Physical Type       := Planet
Obj 2 Position            := Ring 2
Obj 2 Stellar Abil Type   := Normal Planet
Obj 2 Size                := Any
Obj 2 Atmosphere          := Any
Obj 2 Composition         := Any
Obj 3 Physical Type       := Planet
Obj 3 Position            := Ring 3
Obj 3 Stellar Abil Type   := Normal Planet
Obj 3 Size                := Any
Obj 3 Atmosphere          := Any
Obj 3 Composition         := Any
Obj 4 Physical Type       := Planet
Obj 4 Position            := Ring 3
Obj 4 Stellar Abil Type   := Normal Planet
Obj 4 Size                := Any
Obj 4 Atmosphere          := Any
Obj 4 Composition         := Any
Obj 5 Physical Type       := Planet
Obj 5 Position            := Ring 4
Obj 5 Stellar Abil Type   := Normal Planet
Obj 5 Size                := Any
Obj 5 Atmosphere          := Any
Obj 5 Composition         := Any
Obj 6 Physical Type       := Planet
Obj 6 Position            := Ring 4
Obj 6 Stellar Abil Type   := Normal Planet
Obj 6 Size                := Any
Obj 6 Atmosphere          := Any
Obj 6 Composition         := Any
Obj 7 Physical Type       := Planet
Obj 7 Position            := Ring 5
Obj 7 Stellar Abil Type   := Normal Planet
Obj 7 Size                := Any
Obj 7 Atmosphere          := Any
Obj 7 Composition         := Any
Obj 8 Physical Type       := Planet
Obj 8 Position            := Ring 5
Obj 8 Stellar Abil Type   := Normal Planet
Obj 8 Size                := Any
Obj 8 Atmosphere          := Any
Obj 8 Composition         := Any
Obj 9 Physical Type       := Storm
Obj 9 Position            := Ring 5
Obj 9 Stellar Abil Type   := Normal Storm
Obj 9 Size                := Any
Obj 10 Physical Type      := Planet
Obj 10 Position           := Ring 6
Obj 10 Stellar Abil Type  := Normal Planet
Obj 10 Size               := Any
Obj 10 Atmosphere         := Any
Obj 10 Composition        := Any
Obj 11 Physical Type      := Planet
Obj 11 Position           := Ring 6
Obj 11 Stellar Abil Type  := Normal Planet
Obj 11 Size               := Any
Obj 11 Atmosphere         := Any
Obj 11 Composition        := Any
Obj 12 Physical Type      := Asteroids
Obj 12 Position           := Ring 6
Obj 12 Stellar Abil Type  := Normal Asteroids
Obj 12 Size               := Any
Obj 12 Atmosphere         := Any
Obj 12 Composition        := Any

This standard system is one of the three generic Solar Systems.

Description               := Standard solar system.

This description is shown when a player clicks on the background of the System Map in the game.

System Physical Type      := Normal

This determines what basic type of system the system is. The possibilities are: Normal, Nebulae, Black Hole. Basically, Storms and Nebulae use the "Nebulae" type, Black Holes use the "Black Hole" type, and everything else uses "Normal." This setting actually has no real effect on the game.

Background Bitmap         := Starmap.bmp

This is the picture from Pictures\Systems that is placed as the background when the system is viewed on the System Map. There are 3 possible pictures used. If SEIV is run in 800x600 screen resolution, the picture from Pictures\Systems\800X600 is used. If SEIV is run in 1024x768 or greater screen resolution, the picture from Pictures\Systems\1024X768 is used. The pictures that are in Pictures\System are displayed in the Info Box when a player clicks on the background of a system in the System Map in order to view the special info for the system.

Empires Can Start In      := TRUE

This tells SEIV if empires can have homeworlds in the system or not. Generally, an extra planet is added to a home system for the homeworlds. This setting can be overridden if every system in the galaxy has this set to FALSE.

Mask Background Objs      := FALSE

This determines whether objects within the system such as planets, warp points, etc. need to be masked when drawn on the background bitmap.

Non-Tiled Center Pic      := FALSE

This tells SEIV whether the picture displayed should be shown in the center of the Combat Map and it is not tiled or not. If set to TRUE, the image will be displayed in the center of the Combat Map. If FALSE, it will be tiled in the Combat Map. This means that it will be placed in the top left corner of the map and then copied directly next to it as many times as necessary to fill the map. It will be placed beneath it too.

Number of Abilities       := 0

This determines the number of abilities inherent to the system that affect everything in every sector (square) of the System Map. This should not be greater than the number of abilities defined immediately following this line.

WP Stellar Abil Type      := Normal Warp Point

This tells SEIV what type of Warp Points to use from StellarAbilityTypes.txt for the Warp Points generated for the system. When a warp point is given an ability, it overrides the warp point object in the connected system. Both ends of the warp point will always use the same ability and object types.

Number of System Objs     := 12

This determines the number of objects located within the system. This should not be greater than the number of objects defined for the system.

Now we shall look at the coding for individual objects within the system. The following lines must be present for every object:

Obj X Physical Type       :=

This determines what type of object is being defined. The possible Object Types are: Planet, Asteroids, Storm, Sun, Destroyed Star, Comet.

Obj X Position            :=

This determines where in the system the object will be located. The possible locations are:

Ring 1 : Center Square of System.

Ring 2 - 7 : 1 - 6 squares out from Center of System. The actual position in the ring is completely random.

Coord X, Y : A coordinate position within the system. X is horizontal position from 0 to 12. Y is vertical position from 0 to 12. There is no randomness to this placement.

Same As X : The same position as Obj X. There is no randomness to this placement.

Circle Radius X: A true circle in the system at distance X. The actual position in the ring is completely random.

Obj X Stellar Abil Type   :=

This is the type that will be used to determine what random ability the object has. They are defined in StellarAbilityTypes.txt.

Obj X Size                :=

This determines the size of the object. It can be: Any, Tiny, Small, Medium, Large, Huge.

For storms, this is all you need. But for other objects, you need more lines. Stars need:

Obj X Age                 := Any
Obj X Color               := Any
Obj X Luminosity          := Any

Age can be: Any, Young, Average, Old, Ancient. Color can be: Any, Yellow, Red, Purple, Green, Blue, White, Orange. Luminosity can be: Any, Dim, Average, Bright, Super Bright.

Planets require the following lines:

Obj X Atmosphere          :=

This is the atmosphere of the planet. It can be: Any, None, Methane, Oxygen, Hydrogen, Carbon Dioxide.

Obj X Composition         :=

This is the planet's Type. It can be: Any, Rock, Ice, Gas Giant.

Asteroids require the following lines:

Obj X Atmosphere         := Any
Obj X Composition        := Any

These should be left at Any. Asteroids are all None Rock. Since they cannot be anything else, it is easier to leave these setting on Any.

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