[Tutorial] Setup Basic Wormhole Links
Note 2: Apply what is outlined here AFTER you have finished creating your map, as Galaxy Forge (SINS 1.05 version) does not support it and will DELETE your Wormhole Link(s) Setup.
Note 3: Absolute position counting, as I am calling it, starts with 0 (zero) as the file will be seen in a text editor.
Note 4: All map references are for the associated Tutorial map WormholeTutorial1.galaxy. Install map to game install galaxy subfolder NOT the mods galaxy subfolder.
Note 5: To test out the finished tutorial, you will still need to 'play' the map. There are no Milita to deal with, but you will need to build the appropriate number of Civilian Research Orbitals to aquire the technology needed to make Wormhole jumps. Starting resources have been greatly increased so you don't need to colonise anywhere, you can just concentrate on getting the technology.
Locate the line interStarConnectionCount 0
After this line you will be inserting a code block for EACH Wormhole PAIR. Each PAIR will increase the number shown in the line interStarConnectionCount
interStarConnection
starIndexA 0
planetIndexA 1
starIndexB 1
planetIndexB 0
spawnProbability 1.0
type "Wormhole"
starIndexA 0
This is the Star that contains a Wormhole planet object that we want to create a link for.
-The number, in this case 0, is the Absolute Position of the Star in the map file. In this case, Star 0 is the first star in the star section near the top.
planetIndexA 1
This is the Planet Object (Wormhole) that we want to put at one end of the Link - end A.
-The number, in this case 1, is the Absolute Position of the Planet Object in the map file. In this case, Planet Object 1 is the second Planet in the Planet section of Star 0. Note that the Planet has the designName of Planet2.
This is the Star that contains a Wormhole planet object that we want to create a link for - end B; as indicated by the Index name.
This is the Planet Object (Wormhole) that we want to put at the other end of the Link - end B.
This sets if the Link exists in game. Leave as is to always exist.
This sets the type of Link to create. Leave it as is.
--- First Link Pair ---
star <- This is starIndexA = 0 [first listed star]
designName "Star0"
inGameName ""
type "RandomStar"
pos [ 150 , 150 ]
radius 100.000000
planetCount 4
planet
designName "Planet0"
inGameName ""
type "TerranHome"
pos [ 49 , 148 ]
owner "NewPlayer0"
isHomePlanet TRUE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
planet <- This is planetIndexA = 1 [second listed planet]
designName "Planet2"
inGameName "Wormhole 0-1"
type "Wormhole"
pos [ 203 , 168 ]
owner ""
isHomePlanet FALSE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
star <- This is starIndexB = 1 [second listed star]
designName "Star1"
inGameName ""
type "RandomStar"
pos [ 406 , 283 ]
radius 100.000000
planetCount 2
planet <- This is planetIndexB = 0 [first listed planet]
designName "Planet3"
inGameName "Wormhole 1-0"
type "Wormhole"
pos [ 352 , 254 ]
owner ""
isHomePlanet FALSE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
star <- This is starIndexA = 1 [second listed star]
designName "Star1"
inGameName ""
type "RandomStar"
pos [ 406 , 283 ]
radius 100.000000
planetCount 2
planet
designName "Planet3"
inGameName "Wormhole 1-0"
type "Wormhole"
pos [ 352 , 254 ]
owner ""
isHomePlanet FALSE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
planet <- This is planetIndexA = 1 [second listed planet]
designName "Planet4"
inGameName "Wormhole 1-1"
type "Wormhole"
pos [ 466 , 317 ]
owner ""
isHomePlanet FALSE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
star <- This is starIndexB = 2 [third listed star]
designName "Star2" inGameName ""
type "RandomStar"
pos [ 723 , 417 ]
radius 100.000000
planetCount 4
planet <- This is planetIndexB = 0 [first listed planet]
designName "Planet5"
inGameName "Wormhole 2-0"
type "Wormhole"
pos [ 628 , 384 ]
owner ""
isHomePlanet FALSE
startingUpgradeLevelForPopulation 0
startingUpgradeLevelForCivilianModules 0
startingUpgradeLevelForTacticalModules 0
startingUpgradeLevelForArtifacts 0
planetItems
templateName ""
subTemplates 0
groups 0
spawnProbability 1.000000
useDefaultTemplate TRUE
interStarConnectionCount 2
interStarConnection
starIndexA 0
planetIndexA 1
starIndexB 1
planetIndexB 0
spawnProbability 1.0
type "Wormhole"
interStarConnection
starIndexA 1
planetIndexA 1
starIndexB 2
planetIndexB 0
spawnProbability 1.0
type "Wormhole"