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Space Rangers The lavish mix of an intense space RPG with 3D real-time strategy. |
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#1
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space rangers 2 mods ????
hey friends i want to ask you is there any mods or mod for space rangers 2 reboot,please send me the links for it and what is the thrid panel in rts mode or planetary battles menu named as personal in my game there is nothing in it please tell me wheather it is a error or it is in the game.
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#2
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check this link: http://srclan.org/forum/index.php?topic=1859.0;wap2
in brief, it's a guide of extracting the text files the cfg folder, using Code:
"c:\program files\1cpublishing\space rangers 2 reboot\rangers.exe" extractcfg Code:
c:\program files\1cpublishing\space rangers 2 reboot\cfg\eng\eng_e.txt Code:
c:\program files\1cpublishing\space rangers 2 reboot\cfg\eng\main.txt (about 2 MB) Code:
c:\program files\1cpublishing\space rangers 2 reboot\cfg\main.txt (about 5 MB) * c:\program files\1cpublishing\space rangers 2 reboot\cfg\eng\main.txt here you can edit to your heart content or until the game crashes Unfortunately the option is limited. The most easily recognized things is under Micromodule, such as changing speed bonus from say 140 on Jake to 2000 or something crazier. * c:\program files\1cpublishing\space rangers 2 reboot\cfg\main.txt here is where the pointer to graphic files is located and to other things too but i'm not sure what else. When you're done, compile the txt to dat by using Code:
"c:\program files\1cpublishing\space rangers 2 reboot\rangers.exe" buildcfg |
#3
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Quote:
Darkspire |
#4
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hear me space ranger creator!
i want to be able to transport or be a liner ship. i want to get asteroid while ship is in play or flying mode. i want more out of space ranger 2. i want to play actual like that of the introduction video when launching games or starting game.
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#5
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I'm afraid that such extended modification won't be possible without Space Rangers 2 source code. Nevertheless good luck, Bluelego.
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#6
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did anyone figure out how to add items to the game? (im speaking about the eng_e.txt file after its been renamed etc)
ive got a theory i half tried, but i changed so many things, i got lost with what i had changed and i know one of the sections i did differently from the other thwe game worked, but eventually it (many many turns) i got somne kind of object something failure, but i never tried the theory properly, and dont want to play for ages just to see if it would have worked anyway, heres what ive discovered so far on how to make some changes to the game, if anyone else has anything to add feel free as previously stated you can change items in the game but be aware any changes to micromodules and hulls etc, will be available to everyone the changes seem pro active so if you make changes to a mircomodule, decide you dont like them and change them back, they will be back to their original in game HULL TYPES: search for: HullType ^{ that is the start of the hulls Race= (valid choices Any Maloc Peleng People Fei Gaal) if you want all the races to use/produce that hull type use Race=Any if you want a specific race Race=Peleng (etc) Race=Peleng,Maloc,People (etc) Cost= and Size= are percentages, so you can make them bigger or smaller in cost or size ranges Cost=200 means its twice the normal cost (200%) Cost=50 means its half the normal cost (50%) Name= is how it will look Text= (the applies to all Text= everywhere) is the information the player will see about any item, you could take them out and item will work as normal, you just wouldnt know what it did Year= i think is when the item will start to appear Probability= i think how likely it is to appear in the shopping menu everything else is how many slots it will have, look around at the others and use your own judgement (Forsage is the engine booster) ShipType= for the kind of classes that will use the ship (valid choices Transport Liner Diplomat Ranger Pirate Warrior just do the same as with Race= above (dont think theres an Any choice though) SATELITES: search for: Operon it is the first satelite) i dont think anyone but you uses them but theres not much to do with them except... change the cost (valid values Mini Small Average Big Huge) so Cost=Mini would make it cost the least amount Size= (any numerical value, note if you put a - in front of the number instead of the satelite taking up cargo space it will give... obviously this is cheating...) so Size=-100 means 100 extra space on your ship the Speed= is how fast it scans a planet, higher the better, there are 3 values for each of the terrain types all Text= are just informational and are only there so you can see what an item does (see HULL TYPES above) Wear= is how fast the satelite degrades (lower is better and the valid values are the same as the Cost= values, ie Mini Small etc) i did try to make them so you could use them like micromodules, didnt work (i think its all hardcoded and not in this file, just like the items) MICROMODULES: search for MicroModuls ^{ this is the start of the micromodules Equipments= this is where the micromodule will be slotted into (valid choices Any Engine Radar Hook Droid FuelTank DefGenerator WEnergy WSplinter WMissile Hull)as many or as few choices as appropriate ie Equipment=Hook,Droid,FuelTank,Engine Equipment=Hull Equipment=Any etc etc Text= as ive always stated for cosmetics and you know what it does all the bon# (bonScan bonSpeed etc) is the abilities the item has and the increase or decrease it will do valid options: bonRadar= range of the radar bonScan= power of the scanner bonSpeed= speed of the engine bonJump= jump range of engine bonFuel= fuel capacity of fuel tank bonWEnergy= energy weapon damage bonWSplinter= splinter weapon damage bonWMissile= missile capacity bonWRadius= weapons range bonHook= how much size a hook can scoop up (power) bonHookRadius= how far the hook can scoop up an item from (range) bonHull= armour points of a hull bonDef= absorption increase for the shield bonDroid= repair rate of the droid here is a list of appropriate texts if you want: Text=Radar range: <bonRadar> pts. Text=Scanner power: <bonScan> pts. Text=Engine speed: <bonSpeed> pts. Text=Jump distance: <bonJump> pts. Text=Tank volume: <bonFuel> units Text=Energy weapon power: <bonWEnergy> pts. Text=Fragment weapon power: <bonWSplinter> pts. Text=Missile weapon power: <bonWMissile> pts. Text=Firing range: <bonWRadius> pts. Text=Capture Capacity: <bonHook> units Text=Capture Distance: <bonHookRadius> m. Text=Hull armor: <bonHull> pts. Text=Shield generator: <bonDef> pts. Text=Droid efficiency: <bonDroid> pts. but... the bon# will only apply to the appropriate piece of equipment, so something that increases scanner range and engine speed will be equipable to the engine or scanner, but you wont get both the increase in speed and scanner range, you will get the scanner range if put on a scanner or the speed if put into an engine, not both unless... Special=1 this is an items inherent ability, every bon# will be applied to the piece of equipment this ability is spawned on, i dont think itll be compatible with micro modules it comes on the piece of equipment itself for example Pigamar will increase the missile capacity of the pieces of equipment it is allowed to spawn on Owner= (same as Race= see HULL TYPES, ie Any Maloc Peleng People Fei Gaal) Cost= and Size= are percentages Priority= chance to appear? KindGraph= not a clue Ruins= found on planets? dont really know Last edited by Glabrezu; 05-08-2012 at 04:42 PM. |
#7
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my theory for adding items/hull types was this
at the end of the HULL TYPES there is this CountHullType=150 SeriesName=Series "<Name>" maybe change the CountHullType=150 to CountHullType=160 copy and paste 10 ships edit them as you want change their numbers to 151 ^{ 152 ^{ etc all the way to 160 ^{ sadly i think youd still need to use the same Names= because of the hard coding but... would using the same names eventually crash the game? i havent tested, like i said, i dont want to play for ages to find out it wont work i did something similar but i made micromodules and hull types the hull types i added 5 151 - 155 but the artifacts i used the last numbered artifact and went from there instead of going from 501+ (500 being the stated amount of micromodules CountMicroModuls=500) |
#8
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and lastly...
the artifacts have interesting benefits... anyone have any idea how to add them to micromodules theres nothing that tells us what the ability is in the eng_e.txt file... here are some guesses about other abilities weight= for the antigravity artifact? a %? Refuel= black gloop? a % Repair= nanitoids ? RepairItem= nanitoids? Reload= guesses only anyone ideas? |
#9
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didnt work
i tried using the guide, but the text files do not seem to be getting created when i run the exe?
i also tried using some programs that are supposed to unpack the game, but they do not seem to create the files - just they only manage to create the folder. The download link for the english-clean2-4.zip also seems to get an invalid when i try to open it. |
#10
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Is there any way to fix the trade system in this game? Is there a way to fix the equipment repair/breakdown cost? (Not talkin' about game options and skills. These only slow down the inherent problem.) Is there a way to stop civilian and military ships from destroying Dominator equipment? Last edited by RasterOps; 08-13-2012 at 04:39 AM. |
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