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Modding component / ship / base modifiers

 
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Modding component / ship / base modifiers - 4/1/2016 4:42:35 PM   
Cepheiden

 

Posts: 27
Joined: 12/29/2015
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Is it possible to add some bonus or modifiers to ship or base types?

For example a -x% maintenance cost for frigates or +x% shield for starports or add additional effects on components. As things are right now, there is no difference between escorts, frigates, cruisers etc. other than the picture used.

What I know so far:

- It is possible, since there are ship types with modifiers like carriers needing 40% fighter bays.
- It is not possible in the text files. At least there is no such option indicated.
- Characters can give bonuses. Maybe there is a way to use the same mechanic.
- Components can give bonuses. So again, maybe there is a way to use that mechanic. That wouldn't be ideal, but it would be a start. Also could be used for additional components / changing existing ones.


From the mods I can see here, I get the impression that so far nobody has figured out how to mod anything beyond the text files?
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RE: Modding component / ship / base modifiers - 4/1/2016 7:08:41 PM   
Cepheiden

 

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Joined: 12/29/2015
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(Writing in a new post to not mess up the old one.)

While I am at it:

What do you think about wonders in their current form?

I find them to be quite unbalanced and some are downright mandatory / game deciding, for example the +50% research line which just gives too much of a bonus.

I thought about a couple solutions:
1. Nerf Wonders, i.e. from 50% research to 25% (practicable in text files)
2. Make Wonders available for everyone, maybe increase upkeep or cost. (seemingly impossible because wonders are harcoded to be unique and also would change game balance, albeit allowing more empires to grow larger)
3. Allow the building of 'knockoff-wonders', that provide about 50% of the bonus, if the original wonder tech has been researched but the original wonder is already built. (could be solved by adding a second facility to the wonder techs, yet again probably can't be done due to hardcoding)

(in reply to Cepheiden)
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RE: Modding component / ship / base modifiers - 4/2/2016 12:33:38 AM   
Capshades

 

Posts: 138
Joined: 8/2/2014
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Yeah there are a lot of limitations hardcoded into the game, and not all of them overt. I'm still convinced there's an undefined limit to colony module popsize and growth rate tech.

(in reply to Cepheiden)
Post #: 3
RE: Modding component / ship / base modifiers - 4/2/2016 12:42:35 PM   
Cepheiden

 

Posts: 27
Joined: 12/29/2015
Status: offline
quote:

ORIGINAL: Capshades

Yeah there are a lot of limitations hardcoded into the game, and not all of them overt. I'm still convinced there's an undefined limit to colony module popsize and growth rate tech.


Don't know about the modules but the growth rate is mostly determined by the base growth of each race, while modifiers only have a small influence. Might be just because of said limit.

I solved the growth grate issue by adjusting each race's growth rate to be within about +-5% from a median growth rate. That way I get much more consistent growth from all AIs. Maybe I should release it as a mod along with my approach to weapon rebalancing.

Just hoping that somebody here might have found a way to edit anything beyond text files.

< Message edited by Cepheiden -- 4/2/2016 12:47:14 PM >

(in reply to Capshades)
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