Drybreeze
Posts: 129
Joined: 4/15/2016 Status: offline
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Well it seems that there's a lot to learn about editing resources in this game. I have methodically trial-and-error'd one at a time each of the 52 resources in the below list, and for whatever reason the game simply refuses to allow me to change some of them from Strategic to Luxury. Interestingly, it seems to insist on there being a minimum of 15 luxury resources... but I need to experiment more before I can confirm this with total confidence. For example I have managed to set one of the strategics to luxury, so perhaps there's a MINIMUM number of luxury resources, as well as potentially a MAXIMUM. Time and experimentation will tell. Below is a list of resources and their CURRENT settings. I should point out that these (as well as the distribution attributes which I haven't listed below) will change over time as I test the mod out. Soon the forums will let me post links, and at that time I will produce a development thread including links to images of what I've produced so far. Each resource has it's own image, and most of the components. All of the components will soon, and I will produce Galactopedia entries for each of them. With luck I'll even be able to cross-link it all in a way that the current Galactopedia doesn't cater for. quote:
0, Bauxite, 0, 3.0, 0, 0, N, Y, 0.2, 0, 1, Biomass, 1, 2.0, 0, 0, N, Y, 0.3, 0, 2, Diamond, 2, 8.0, 0, 5, N, Y, 0.1, 0, 3, Food Stuffs, 3, 8.0, 0, 0, N, Y, 1.0, 0, 4, Gold, 4, 5.0, 0, 2, N, Y, 0.3, 0, 5, Gravel, 5, 0.5, 0, 0, N, Y, 0.3, 0, 6, Hydrocarbons, 6, 1.5, 0, 0, N, Y, 0.2, 0, 7, Hydrogen, 7, 2.0, 1, 0, Y, Y, 0.2, 0, 8, Iron, 8, 2.0, 0, 0, N, Y, 0.1, 0, 9, Natural Magnets, 9, 1.5, 0, 0, N, N, 0.1, 0, 10, Methane, 10, 2.5, 1, 0, Y, Y, 0.0, 0, 11, Nitrogen, 11, 4.0, 1, 0, Y, Y, 0.0, 0,1, 0.8, 12, Oxygen, 12, 5.0, 1, 0, N, Y, 1.0, 0, 13, Pelts, 13, 6.0, 2, 5, N, Y, 0.1, 0, 14, Silicon, 14, 1.5, 0, 0, N, Y, 0.2, 0, 15, Silver, 15, 3.5, 0, 1, N, N, 0.1, 0, 16, Uranium, 16, 5.0, 0, 0, N, N, 0.1, 0, 17, Water, 17, 2.5, 0, 0, N, Y , 1.0, 0, ' Below are Colony-Manufactured Resources. 18, Advanced Chips, 18, 10.0, 0, 10, N, N, 0.5, 1, 19, Aesthetics, 19, 12.0, 2, 8, N, N, 0.5, 2, 20, Aluminium, 20, 7.0, 0, 20, N, N, 0.3, 1, 21, Awesome Aesthetics, 21, 35.0, 2, 25, N, N, 0.2, 100, 22, Biofilm, 22, 20.0, 0, 15, N, N, 0.1, 3, 23, Concrete, 23, 3.0, 0, 35, N, N, 0.8, 1, 24, Electronic Chips, 24, 6.0, 0, 15, N, N, 0.6, 1, 25, Explosive, 25, 6.0, 0, 2, N, N, 0.2, 1, 26, Engineered Biomass, 26, 12.0, 2, 5, N, N, 0.1, 5, 27, Fine Aesthetics, 27, 12.0, 2, 10, N, N, 0.4, 5, 28, Glass, 28, 4.0, 0, 15, N, N, 0.7, 1, 29, Glorious Aesthetics, 29, 25.0, 2, 20, N, N, 0.1, 20, 30, Hosing, 30, 6.0, 0, 0, N, N, 0.2, 1, 31, Natural Materials, 31, 5.0, 2, 0, N, N, 0.5, 1, 32, Petroleum, 32, 3.0, 2, 0, N, N, 0.3, 1, 33, Polymers, 33, 7.0, 2, 0, N, N, 0.6, 1, 34, Plutonium, 34, 44.0, 2, 0, N, N, 0, 7, 35, Rocket Fuel, 35, 7.0, 2, 30, Y, N, 0.5, 4, 36, Steel, 36, 7.0, 2, 0, N, N, 0.8, 1, 37, Artificial Tissue, 37, 32.0, 2, 0, N, N, 0.1, 15, 38, Artificial Organs, 38, 40.0, 2, 0, N, N, 0.1, 20, 39, Computers, 39, 12.0, 2, 0, N, N, 0.9, 3, 40, Electronics, 40, 8.0, 2, 0, N, N, 1.0, 1, 41, Engineered Organisms, 41, 86.0, 2, 0, N, N, 0, 40, 42, High Explosive Devices, 42, 12.0, 0, 0, N, N, 0, 2, 43, Laser Units, 43, 15.0, 0, 0, N, N, 0, 4, 44, Lightweight Machinery, 44, 14.0, 0, 0, N, N, 0, 2, 45, Machinery, 45, 23.0, 0, 0, N, N, 0, 2, 46, Missile Units, 46, 45.0, 0, 0, N, N, 0, 4, 47, Nuclear Reactor Units, 47, 100.0, 0, 0, N, N, 0, 10, 48, Nuclear Explosive Devices, 48, 90.0, 0, 0, N, N, 0, 10, 49, Rocket Units, 49, 35.0, 0, 0, N, N, 0, 6, 50, Solar Panels, 50, 4.0, 0, 0, N, N, 0, 1, 51, Structure, 51, 9.0, 0, 0, N, N, 0, 1, 52, Tanks, 52, 2.0, 0, 0, N, N, 0, 1, When the mod is in a playable state (well... MORE playable - it's already at a playable state) I'll release it as a draft for feedback from you good people... but for now I'm just publishing what I've been working on. Distant Worlds is one of the most complicated and in-depth games I've seen to date, and closely approximates the detail that I want in an "ideal" game that I intend to develop in the future. So it's ideal to mod it and experiment with things like resource trees and supply lines and research trees and so on.
< Message edited by Drybreeze -- 4/24/2016 3:15:17 PM >
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