suggestion for disabled research speed implimentation

I'm going through the xml files raising the costs to hack in a slower speed, but it's a huge pain going through each race's and doing it tech by tech and it strikes me that there could be a better way that works to improve different galaxy sizes and different planet densities.    Currently there are t3 technical epochs (ageofexploration/war/ascenscion) & all techs are noted where they fall.  

 

It strikes me that a better way than the galciv2 implementation of research speed would be two part"

  • Firstly, give dropdowns for research speed in each epoch where the research cost is adjusted accordingly based on where it falls.  An insane galaxy with rare/uncommon planets is going to need a different speed for the early techs & late techs, likewise with other galaxy sizes & planet densities
  • Secondly, if possible,  add a set of  xml tag to mapsizedefs.xml (or some other xml) similar to Shiprange in GlobalCombatMods that allows  us to set a flat/multiplier for each tech age for those of us who want to get more fine grained
2,522 views 6 replies
Reply #1 Top

after re-reading your post i like it i thought you were asking for research speed controls at first not just better controls for it 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Reply #2 Top

Quoting androshalforc, reply 1

after re-reading your post i like it i thought you were asking for research speed controls at first not just better controls for it 
End of androshalforc's quote

Correct they are't in beta right now & it's pretty expected that things not be finished in betas :).   With that said take the example of a larger galaxy with tons of planets because someone enjoys managing them, compared to an even larger one with fewer planets because someone enjoys the strategy twists that go with all the extra space.  Both of them will need wildly different different tech progression rates .  A rate that works well in one leg of the game might stagnate or prove trivial in others.  Being able to quickly & easily set them  for individual epochs would eliminate that

With that said here are the xml files for a small mod to 0.61 that does a few different things

  • The research costs are modified to normal for age of exploration, double age of war techs, & triple for age of ascension techs
  • the stars are a bit closer (don't include the map xml file if you don't want that)
  • The strength of life support & engines are reduced  to 50% base & the individual hulls are modified with the same change themselves but also given an extra 20ish mass to account for needing engines & life support more significantly (something that troubled the ai sometimes)

The combination allows galaxy sizes beyond huge to be almost simulated. 

huge common stars, occasional planets occasional habitable works great, common/common/common works ok but brings back a lot of the rush because so many colonizable planets are around.  I like the slower speeds/shorter ranges & wish there were a way to easily set them without having to edit the components without having to edit the hulls & components one by one (i.e. via GlobalCombatMods similar to shiprange like I'm suggesting for tech cost by epoch too).  the sensor bump was less interesting than I'd hoped buy removing it would be a pain due to the need to edit each sensor one by one

Reply #3 Top

I am pretty sure we can mod it our selves, or at least I could from taking various code snippets I could get something close. But it you want it as a in game adjustable option which is beyond me. Hope it gets implemented as there might be a huge research gap on larger maps.

 

DARCA ;- )

Reply #4 Top

do you know an XML tag that can be edited to alter the research cost of all techs without manually editing  the costs one by one? If so, what tag & which  XML file?

Reply #5 Top

In the MapsizeDefs file there are global modifiers for combatmods like range but I have yet to test things like research bonuses or familiarize myself with the games code enough to find how to make ages go by faster on large maps.....maybe if you take the research bonus code from the RaceTraitDefs and put it on one of the tech ages in TechAgeDefs then it might work. I'll test it now.

Oh, error message...don't try it. Lol

Reply #6 Top

yea I tried sensor & engine multipliers there but it didn't work either, bh I'm not sure exactly what that multiplier is doing. Ot has a definite effect, but I'm not sure he specifics of how