How to do a slower start?

I have been flitting between the various versions of Sins and comparing - all three of the original plus Rebellion. One thing I noticed that I liked in Sins vanilla, is that when you started building extractors for the resource rocks, that you didn't actually start generating resources until the extractors were completed. With the add ons and Rebellion, that changed however, in fact I wondered if it was a bug. The moment you give orders to construct an extractor on ANY rock, you start generating BOTH resources. This makes little sense logicially but I guess it was put there for gameplay purposes to get a faster start.

Is there any way I can mod this to get Rebellion to do what Sins vanilla did, that is no generation of resources until the approriate extractor is finished?

Also, I wouldn't mind removing the Frigate Factories and also lower planet development to a bare minimum when starting the game, as if you have just colonised the planet and nothing else. Is it even possible to remove one of the building ships at the start, and maybe be able to have a second later on through research and/or building it yourself (maximum of 2) via a Frigate Factory?

I suppose I'd call the mod "Basic Start" or somesuch.

What files do I need to edit?

 

38,262 views 15 replies
Reply #1 Top

They shouldn't generate until the extractors are completed. You're not playing with quickstart where the extractors are already built are you (quickstart was of course added in Entrenchment)?

Reply #2 Top

No, I'm not! I've tested it with all versions and every game from entrenchment onwards starts generating the resources the moment you give the order to build an extractor. I ordered it to build a metal extractor only, and it immediately started generating both metal and crystal. Try it! It starts at 0.4 per second and then increases to 0.8 when the extractor is finished.

Reply #3 Top

I can't seem to replicate the problem: although the infocard for the planet will always show the extraction rate for when the asteroid is finished, the infocard for the asteroid (mouse over it directly) will show 0.00/s until it is built. Similarly, I don't see increased income until the extractor is finished. You should be aware that capital planets always generate 4.0/s tax, 0.4/s metal and 0.4/s crystal (at normal speed and 100% allegiance) by default, whether they have any population or resource asteroids; perhaps this is what you are seeing.

Reply #4 Top

Interesting, but it doesn't to start the 0.4 default until I order at last one extractor to be built. I've checked it again to confirm this.

Can this be switched off in a mod? Plus all the other things I mentioned in the OP, also perhaps not even have a capital to start with.

 

Reply #5 Top

It's the home planet bonuses for tax income and extractors.

You'll need to edit every Planet[Name].entity file and set the path:Home to NOT give a metal or crystal bonus.

Also, I wouldn't mind removing the Frigate Factories
End of quote

You'll need to edit the GalaxyScenarioDef for the normal start option for each faction.

also lower planet development to a bare minimum when starting the game
End of quote

You'll need to edit each map (*.galaxy) you play and set the normalStartHomePlanetUpgradeLevel's to whatever you desire.

Is it even possible to remove one of the building ships at the start, and maybe be able to have a second later on through research and/or building it yourself (maximum of 2) via a Frigate Factory?

End of quote

This is done the same way you would remove a factory. Also, additional constructors are added by purchasing logistics or tactical slots. You would add back in the additional constructor by editing these sections of the Planet entities.

 

Reply #6 Top

Making home plants start with no pop and no frigate factory would kill the AI.

Reply #7 Top

Thanks for the info ZombiesRus5. I can create it as a mod, can't I.

Reply #8 Top

Ok, I'm surprised there isn't a way to directly edit entity files. What am I supposed to do here?

Reply #9 Top

There is... 

The easiest way is to download the reference files from Harpo9999's link.

 

Reply #10 Top

Actually, I didn't need the entity files for what I wanted to do it turns out. I just had to edit GalaxyScenarioDef and all the random map galaxies. This has been an interesting learning curve. By removing the capital designation to the planet, I was able to remove all bonuses, though you can build the capital first thing if you want.

So I now have a MOD called Slow Start. Once on, play on ANY map, and you will only start with one constructor. Play on my edited maps (which I have designated SS at the end) and your first planet will be stripped to the bare bones.

Ok, so I have a slight issue. I have all my edited maps under the Galaxy folder within my mod folder. I also created my own english.str file so I could add " (SS)" to the end of the random map name so it's clear. It worked great except it overrode the random maps from the main game on the browse list. This is because my galaxy file names were the same as the main game. But what I'd really like is to have the original maps appearing along with the SS ones. So I renamed all my edited galaxy file names to make them unique, but now the game ignores them completely. Surely creating new map file names should add to the standard map browse list.

 

 

 

Reply #11 Top

Quoting The, reply 10
Actually, I didn't need the entity files for what I wanted to do it turns out. I just had to edit GalaxyScenarioDef and all the random map galaxies. This has been an interesting learning curve. By removing the capital designation to the planet, I was able to remove all bonuses, though you can build the capital first thing if you want.
End of The's quote

 

You should be aware that changing anything about homeplanets have serious effects on the AI. Like Lavo said. Basically it can make them sitting ducks, and you will have tremendous advantage from knowing what to do but the AI doesn't really.

Reply #12 Top

This might be a good thng for me. I've had the game for a long time but am only just getting into it. I need some sitting ducks so I can play around and not be bothered.

However, why couldn't the AI know to treat the first planet in the same way as one it had just colonised?

Does anyone having a answer to being able to ADD to the map browser while the mod is on, rather than OVERRIDING the maps?

Reply #13 Top

Quoting The, reply 12
Does anyone having a answer to being able to ADD to the map browser while the mod is on, rather than OVERRIDING the maps?
End of The's quote

copy the galaxy.manifest to your mod and add you new map to the list. 

Be sure to increment the count for each map you add.

Reply #14 Top

Thx ZombieRus5, that's done but just one more hiccup. It's not showing them consistently in the order I want relative to the standard maps. Is there any way to define the order they are displayed in the browser?

Reply #15 Top

Ok, I was doing it the hard way - good learning curve though. I redid the whole thing.

What I've done now is created a mod that changes "quick start" to "slow start". When you choose your game options you can choose between those two - quick start is gone! Also, I copied and changed every map, not that I know if every map will be appropriate but they're all there. I noticed that some maps have their own override for starting ships etc in which case, the slow start will not be fully effective.

The MOD works this way:

Normal Start - As per the standard game except you only get one frigate factory instead of two - the way the game use to be in previous incarnations.

Slow Start - It is as if you have just colonised the planet, there are no planetary enchancements. You have yet to even establish your Empire's capital. You begin with one constructor only.

Now, where can I upload it?