Author Topic: XML level design info  (Read 6690 times)

kilroy

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XML level design info
« on: July 04, 2009, 04:56:52 AM »
I know this has already been posted once before but its outdated and i thought i would add too it, this is for people who what to edit the game a little themselves or w.e this file is the default XML file in the resources folder but i havent found out all of these yet so help me out if u know any or if one of mine is wrong thxx



AGENTS = your seedlings
   MAXIMUMSPEED = max speed
   MINIMUMSPEED = min speed
   SPEEDPOWERRULE =?
   CHECKFORENEMIESTIMER =?
   ATTACKREPEATTIME = time between attacks i believe
   MINIMUMAGENTDAMAGE = min damage
    MAXIMUMAGENTDAMAGE = max damage
   AGENTDAMAGEPOWERRULE =?
   MINIMUMDESIREDALTITUDE = controls how close to an asteroid seedlings will orbit? (out of combat)
   MAXIMUMDESIREDALTITUDE = controls how close to an asteroid seedlings will orbit? (out of combat)
   ATTACKAGENTDISTANCE = range of a seedlings attack
   ATTACKSOUNDVOLUME = attack volume
   MINIMUMHEALTH = min health
   MAXIMUMHEALTH = max health
   ENERGYHEALTHPOWERRULE =?
   REGENERATE = Health recovered per tick?
   NOSELENGTHMIN =?
   NOSELENGTHMAX =?
   TURNRATE = Controls how fast the seedlings can turn

ASTEROIDS
   VOLUME = Volume of the sound effects when no battle is occuring on an asteroid.
   CONQUERVOLUME = volume when it becomes your planet
   MAXTREES = maximum number of trees per asteroid
   MINRADIUS = determines asteroid size somehow
   MAXRADIUS = determines asteroid size somehow
   RADIUSPOWERRULE =The larger (positive) this is the smaller asteroids get, the smaller (negative) this is the larger they get (up to a maximum). I'm not sure of the    ratio of Asteroid Power to Asteroid Size though.
   SIZEFROMENERGY = determines asteroid size somehow
   SIZEFROMSTRENGTH = determines asteroid size somehow
   SIZEFROMSPEED = determines asteroid size somehow
   ATTRIBUTEMINIMUM = The lowest possible level of Speed, Power and Energy from 0 to 1. (If you go over 1 the buttons to build trees may glitch out.)
   ATTRIBUTEDIVISIONS = Changes the the Speed, Power and Energy intervals. For example 0 makes it so there is only 1 possible level (the minimum). 1 causes a crash (dunno why). 2 makes 2 possible levels. (the minimum or 1... I assume it's 1.) Basically the higher you put this number, the more different kinds of asteroids will be born.
   SENDVOLUME =?
   ASTEROIDSELECTRADIUS =?
   MINSENDDISTANCE = minimum range for seedling sending from an asteroid
   MAXSENDDISTANCE = maximum range for seedling sending from an asteroid
   SENDPOWERRULE =?

AI
   MINTICK = Minimum time between AI moves?
   MAXTICK = Maximum time between AI moves?
   GRACE = Time before AI can move (in seconds)

STRUCTURES = trees that make the seedlings
   COST = Cost (in seedlings) per tree
   MINHEALTH = min health of tree
   MAXHEALTH = max health of tree
   HEALTHPOWERRULE = regulates proportion between core energy and seedling energy. The bigger it is, the more seedlings are needed to capture the asteroid (thanks Vanger )
   FULLAGEDAMAGEMULTIPLIER = Damage reduction(or increase) for being a full grown tree?
   ZEROAGEDAMAGEMULTIPLIER = Damage reduction (or increase) for being a newborn tree?
   REGENRATE = HP regenerated per tick i guess
   LEVELDURATION1 = Seconds before becoming a level 1 tree
   LEVELDURATION2 = Seconds before becoming a level 2 tree
   LEVELDURATION3 = Seconds before becoming a level 3 tree
   LEVELDURATION4 = Seconds before becoming a level 4 tree
   SPAWNTIME1 = Seconds it takes a seedling to spawn for a level 1 tree
   SPAWNTIME2 = Seconds it takes a seedling to spawn for a level 2 tree
   SPAWNTIME3 = Seconds it takes a seedling to spawn for a level 3 tree
   SPAWNTIME4 = Seconds it takes a seedling to spawn for a level 4 tree
   SOUNDVOLUME =?
   MINSOUNDTIME =?
   MAXSOUNDTIME =?

STRUCTURESDEFENSE = Defensive trees
   COST = cost in seedlings per tree
   MINHEALTH = min health of tree
   MAXHEALTH = max health of tree
   HEALTHPOWERRULE = regulates proportion between core energy and seedling energy. The bigger it is, the more seedlings are needed to capture the asteroid
   FULLAGEDAMAGEMULTIPLIER = Damage reduction(or increase) for being a full grown tree?
   ZEROAGEDAMAGEMULTIPLIER = Damage reduction(or increase) for being a newborn tree?
   DAMAGEREDUCTIONPOWER =?
   REGENRATE = HP regenerated per tick i guess
   LEVELDURATION1 = Seconds before becoming a level 1 tree
   LEVELDURATION2 = Seconds before becoming a level 2 tree
   LEVELDURATION3 = Seconds before becoming a level 3 tree
   LEVELDURATION4 = Seconds before becoming a level 4 tree
   SPAWNTIME1 = Seconds it takes a seedling to spawn for a level 1 tree
   SPAWNTIME2 = Seconds it takes a seedling to spawn for a level 2 tree
   SPAWNTIME3 = Seconds it takes a seedling to spawn for a level 3 tree
   SPAWNTIME4 = Seconds it takes a seedling to spawn for a level 4 tree

MISSILES
   AMMOAVAILABLE1 = number of bomb seedlings on the tree at level 1
   AMMOAVAILABLE2 = number of bomb seedlings on the tree at level 2
   AMMOAVAILABLE3 = number of bomb seedlings on the tree at level 3
   AMMOAVAILABLE4 = number of bomb seedlings on the tree at level 4
   DAMAGEMIN = min damage of bomb seedlings
   DAMAGEMAX = max damage of bomb seedlings
   DAMAGEPOWERRULE =?
   RADIUSMIN =?
   RADIUSMAX =?
   RADIUSPOWERRULE =?
   MINSPEED = min speed of bomb seelings
   MAXSPEED = max speed of bomb seedlings
   SPEEDPOWERRULE =?
   TRIGGERSTANCE = how far away from the enemy the bomb has to be before it explodes
   RELOADMIN =?
   RELOADMAX =?
   RELOADRULE =?
   TURNRATE = how fast the bomb seedlings turn i think
   LAUNCHDURATION = maby how long bombs fly around before they have to explode? not shure
   CHECKTIMER =?

CAMERA
   EXTRAVIEW = Range beyond conquered asteroids you can scroll to see

GAME
   ENEMYFACTIONSMIN = minimum number of enemy factions that spawn at start
   ENEMYFACTIONSMAX = maximum number of enemy factions that spawn at start
   BELTRADIUS = radius from the invisible center star that the asteroid belt will form
   BELTWIDTH = width of the belt (make the same as BELTRADIUS for a cloud of asteroids rather than a ring?)
   ASTEROIDS = number of asteroids spawned at start (does this include scripted asteroids or are they in addition to this? probably in addition)
   MINASTEROIDSEPARATION = minimum distance between asteroids
   STARTINGSEEDLINGS = starting seedlings for each of the enemy factions (unless otherwise scripted)
   STARTINGSEEDLINGSPLAYER = starting seedlings for the player
   MAXASTEROIDNEIGHBOURDIST =maximum distance between asteroids (shouldn’t be higher than MINSENDDISTANCE or you may have unreachable asteroids)
   GRAYSPROBABILITY = Percent probability of non-faction owned asteroids having neutral units MIN/MAX: 0(for none)/100(for all)
   GRAYSMIN = Minimum number of neutral units on spawned on an asteroid?
   GRAYSMAX = Maximum number of neutral units on spawned on an asteroid?

PROGRAM
   MUSIC = on (1) or off (0) can be changed in options menu
   TOOLTIPTIME = ? time before tooltip shows up (in seconds) can be set in options menu
   TOOLTIPTIMEUI =?
   AUTOHIDE = on (1) or off (0) can be changed in options menu
   FULLSCREEN= on (1) or off (0) can be changed in options menu
   SEENHELP =?
   FONTSIZE = Size of font for game messages
   BACKGROUNDFADE =?
   PLAYERCOLOUR = Set player color.

"Oh for mappers, just in case you don't know. Setting MinSendDistance and MaxSendDistance to something REALLY high makes it easier to see your entire map. (30000 or higher is nice.)"-Wyvern



thats itt be shure to make a copy of your default file before you mess around with anything  =D
« Last Edit: August 16, 2009, 08:45:07 AM by kilroy »

Vanger

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Re: XML level design info
« Reply #1 on: July 04, 2009, 05:56:26 AM »
HEALTHPOWERRULE - regulates proportion between core energy and seedling energy. The bigger it is, the more seedlings are needed to capture the asteroid.

kilroy

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Re: XML level design info
« Reply #2 on: July 04, 2009, 08:13:34 AM »
thankss for that ill add it

Wyvern

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Re: XML level design info
« Reply #3 on: August 05, 2009, 09:21:34 AM »
ASTEROID
Volume = Volume of the sound effects when no battle is occuring on an asteroid.
RadiusPowerRule=The larger (positive) this is the smaller asteroids get, the smaller (negative) this is the larger they get (up to a maximum). I'm not sure of the ratio of Asteroid Power to Asteroid Size though.
AttributeDivisions=Changes the the Speed, Power and Energy intervals. For example 0 makes it so there is only 1 possible level (the minimum). 1 causes a crash (dunno why). 2 makes 2 possible levels. (the minimum or 1... I assume it's 1.) Basically the higher you put this number, the more different kinds of asteroids will be born.
AttributeMinimum=The lowest possible level of Speed, Power and Energy from 0 to 1. (If you go over 1 the buttons to build trees may glitch out.)
^-- It's amusing when you put the above two at 0.  ;D

Will post more later. I want to keep working on a random generated map scenario for this game.
EDIT: Oh for mappers, just in case you don't know. Setting MinSendDistance and MaxSendDistance to something REALLY high makes it easier to see your entire map. (30000 or higher is nice.)

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Re: XML level design info
« Reply #4 on: August 06, 2009, 06:00:04 AM »
I've got no skill/ability with coding (in XML or any other language) but despite that, this thrills me to bits, having watched this game (on and off) since the TIGS compo. It's not only this example that excites me, but every game that goes from a TIGS compo to these kind of dizzy heights. Makes me feel vindicated in religiously following the site  :)

kilroy

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Re: XML level design info
« Reply #5 on: August 16, 2009, 08:39:24 AM »
wow i hav not been on in a while lol but i will add that stuff thanks
« Last Edit: August 16, 2009, 08:46:45 AM by kilroy »