Sandbox-type Editing?

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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HerpInYourDerp
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Sandbox-type Editing?

Post by HerpInYourDerp »

How do I edit things no. of planets at start, selectable starting techs, attribute modifier costs, etc.?
I'm not a 'modder', I don't care about adding models or new units and stuff like that. I just want to play around with the game in the 'sandbox' setting.

I've seen posts saying you can edit the savegames as a of having an 'ingame editor' substitute (since this game doesn't have one), but the only readable file is "export.scn" and altering that does changes nothing when I reload the save. The other files in the save folders are all compiled and completely inaccessible even via hexing, because it's impossible to try trial-and-error editing them. I've already run the "-extract all" command to unpack all the various assets based on the Q&A.pdf in the Mod Forum, but I still don't see any of the *.a files it mentions nor anything about a mod-kit or batch files.

Also, how can I change which planets has a bonus for 'Research' (the pink/purple one)? There's nothing in PLANTYPE.ini afaik which indicates anything about it, but I know some worlds with no "Science" bonus have the "Research" bonus.
Firefox440
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2nd Lieutenant - Panzer IVF/2
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Re: Sandbox-type Editing?

Post by Firefox440 »

Here you will find instructions for what you want. viewtopic.php?f=425&t=71102
HerpInYourDerp
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 14
Joined: Fri Apr 01, 2016 6:03 pm

Re: Sandbox-type Editing?

Post by HerpInYourDerp »

The link Ufnv posts is dead and there's no other mention of where I can find the "mod-kit" or the ".a files"/uncompiled rtq files.
Firefox440
2nd Lieutenant - Panzer IVF/2
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Re: Sandbox-type Editing?

Post by Firefox440 »

You do not need edit the rq files for most of you want. Other point is how soon a modding patch will be released with many modding addtions and the rq files will change, very probably.

The start planets must be edited in the scenary file created when you start a new campaign in mygames polaris sector folder. There is a complete tutorial about this.

The starting tech are edited in the Tech_t.all files.

Modifier cost at equip.all

The code in the rq files is mostly text, some procedures, race descriptions and few more. But nothing that you want probably.

People saying about a hex edit, they had no idea about what they were making........... :roll: It was a lot easier. the file from My Games\Polaris Sector\scenario\gen created after you start a new campaign can be edited with a text editor.
Also, how can I change which planets has a bonus for 'Research' (the pink/purple one)? There's nothing in PLANTYPE.ini afaik which indicates anything about it, but I know some worlds with no "Science" bonus have the "Research" bonus.
Yes, it is in the plantype. If I am not wrong, it is named Laboratory.

For the record, I do not work for Slitherine, I do not work for Ufnv. Just I am a modder and nobody told me most of these things. Just I share some of my free time with you.;) At 6:23 am (I could not sleep without answer you).
HerpInYourDerp
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 14
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Re: Sandbox-type Editing?

Post by HerpInYourDerp »

Image

That's what I meant by attribute modifier costs & starting techs. There's no mention of how to change the point costs (ie. -5/-2|4/8 for upkeep, -3-1|2/4 for pop growth, etc.) and I still can't find any mention of where I can change the optional starting techs (the "Technology available" list) & their point costs - nothing about it in either the tech_t.all or equip.all entry for SCTWR4/Special Purpose Turret for example.

Thank for the other things.
Firefox440
2nd Lieutenant - Panzer IVF/2
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Re: Sandbox-type Editing?

Post by Firefox440 »

These bonus from the begining are in the rq files but......I do not know about the points. But you can delete the parents from the tech_t.all for to get technology in the begining.
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