First, you need to have a <TranscendenceAdventure> mod. You can't overwrite the vanilla topology.
Once you have that and the normal Adventure data established (you can just copy-paste from Transcendence.xml) You can get started. First, make sure <AdventureDesc> is closed.
If you want to have a galactic map, have the code like this:
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<SystemMap unid="&myMap;"
name="Galactic Map"
backgroundImage="&rsGalaxy;"
sizeX="900"
sizeY="604"
>
<SystemTopology>
Now you need to have nodes, which are what systems essentially are. Start with explaining some info in the open tag:
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<Node ID="Z4" x="150" y="-100">
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rootNode="true"
The x="" and y="" are used for the Galactic map. They are the coordinates on the map where the system is. The scale is the same as the "sizeX" and "sizeY" in the <GalacticMap>.
Then you have the system data:
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<System
level= "9"
attributes= "outerRealm"
variant= "ungoverned"
>
Next, you have yet more system data. This can be in a table or just by itself:
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<Table>
<System chance="25" name="Centurian" UNID="&ssEarthSpaceStandard;"/>
<System chance="25" name="Nickoli" UNID="&ssEarthSpaceNebulae;"/>
<System chance="25" name="Coperinicum" UNID="&ssEarthSpaceAsteroids;"/>
<System chance="25" name="Coperinicai" UNID="&ssEarthSpaceVolcanic;"/>
</Table>
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<System name="Ares" UNID="&ssAresPrime;"/>
Now, you need to say what your stargates are. This is critical. A system without stargates (unless it's a rootNode) won't exist. All systems have to be connected to a root node. Start with a stargate tag:
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<StarGates>
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<StarGate Name="Inbound" DestID="[prev]" DestGate="Outbound"/>
You can put however many stargates you want into a system. In my Network mod, Rigel has 6 of them:
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<StarGates>
<StarGate Name="Inbound" DestID="C3A" DestGate="Outbound"/>
<StarGate Name="Outbound" DestID="C4" DestGate="Inbound"/>
<StarGate Name="Bran2In" DestID="Z1" DestGate="Outbound"/>
<StarGate Name="Bran2Out"DestId="Z2a"DestGate="Inbound"/>
<StarGate Name="Bran3In" DestID="Z6" DestGate="Outbound"/>
<StarGate Name="Bran3Out" DestID="Z7a"DestGate="Inbound"/>
</StarGates>
Once you have a node working, you can build more off of it. Connect the stargates, and you can have a whole maze of stargates ready to play.
Things to keep in mind:
-Eridani's nodeID is SE. Playerships (unless otherwise specified) will spawn at the node named SE at the stargingpoint marker. You have to have this marker
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<Marker objName="Start"/>
-Make stargates 2-way unless you don't for a specific purpose. It seems fun at first, but nobody plays a mod that makes no sense. Stargates just work better 2 way.
-Make the levels go up steadily, but not drastically. If you jump from level 2 to 5, the player will be killed almost instantly.
-Don't rush building stargates. I went quickly when building the Network and thus had a million problems to sort out. Don't make that mistake.
-If you're making a galactic map, make sure the systems are at least 15 y above one another unless they're over about 50 x from each other. The name can get overlapped, and make the map useless.
-make sure the nodes on the map have a logical location. Don't zip around randomly. Have a steady path the player can follow.
I hope this has been helpful to you. You may find it useful to look inside the Transcendence.xml for vanilla topology or my own mod's Network.xml for complicated topology.