Cargo module +50% Range mod

I Recently posted a thread a few days ago asking if anyone had tried playing with cargo modules to make them extend range & got a number of mixed reactions including " the Dev Team has bigger fish to fry".  Since it didn't seem like anyone had actually tried it.  The code to do it already exists, and now it;s been done ;)

<ShipComponent>
<InternalName>CargoModule</InternalName>
<DisplayName>CargoModule_Name</DisplayName>
<Description>CargoModule_Dec</Description>
<ArtDefine>Cargo_Pod_01</ArtDefine>
<Category>Modules</Category>
<OnePerShip>true</OnePerShip>
<Type>CargoModule</Type>
<PlacementType>Module</PlacementType>
<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>50</Value>
</Stats>
<Stats>
<EffectType>Mass</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>30</Value>
</Stats>
<Stats>
<EffectType>ShipRange</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.5</Value>
</Stats>
<Stats>

<EffectType>CanCreateTradeRoute</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Prerequ>
<Techs>
<Option>XenoCommerce</Option>
</Techs>
</Prerequ>
</ShipComponent>

End of quote

 

The change above (also in the dropbox link for the xml file with it  already changed).  The change results in the range of ships with caego modules being extended by 50% above whatever range they had without the module.  Cargo modules are one of the first tier techs you can research at turn zero, but due to range limitations & a stock 30 mass component, It's impossible to do scouting with a big ship of exotic trade goods... as opposed to a silver tongue, gunbarrel, or higher production.  With the change above extending range of cargo ships, they can now be used to help control the circumstances of first contact Having played with the change, it allows for an interesting twist to the early  game & allows trade routes to be setup as an extended olive branch to neighboring races.  With the current state of the ai however, it's difficult to judge if the change is too much, good, or bad since it's almost impossible to make the ai attack you if you have andy bonus with them (trade, diplomacy, military strength, open borders, etc).

6,187 views 9 replies
Reply #1 Top

how do these mods effect multiplayer games? Seeing as how, someone else most likely won't have the mods you're using.

Reply #2 Top

I have not dabbled in the multiplayer yet but I only foresee 2 possibilities. The 1st being all players needing the exact same xml files. The 2nd being the game is created based on the host's xml files which to me seems more likely at the moment.

Reply #3 Top

I forget how GalcivII handled them when players had different versions of the XML files.  Given the lack of complaints about multiplayer & XML  mods I imagine it's handled similarly

Reply #4 Top

There was no multiplayer in GalCiv2.  It is a new thing in GC3.

 

Reply #5 Top

We need to start grabbing your tweaks and putting them into a mini mod :), would you be willing to do that, or let someone else do so?

Reply #6 Top

Quoting Saareth, reply 5

We need to start grabbing your tweaks and putting them into a mini mod :) , would you be willing to do that, or let someone else do so?
End of Saareth's quote

 

I have not yet because it's 0.61 & they could break come 0.62, become superflouous, or lacking in stuff added in 0.62.  I'm working to put together a little tutorial & have most of the xml files explained so far (~30/100 left to go).  Expect to see it later today.  I encourage people to  post "I tried xx & it yyym I think..." type things because of that message we get on game launch.

Thanks for participating in the GalacticCivilizations III Beta test! Please note that this is a work in progress.  So things wioll change from time to time and occasionally be broken

We are, however, at the stage we're trying to find that elusive "fun" thing we've heard so much about - so please do post any balance, design, or other feedback along with your ever-useful bug repoerts to the Stardock or Steam forums.

[WORK IN PROGRESS, GOT IT - LET'S GO PLAY SPACE EMPEROR!]

End of quote

So like it says,  post stuff with feedback.  As for calling them a mod,  "this"  is the last mod I made, see anything familiar ;)

Hack/fix for work in progress stuck in ideology window fix

https://www.dropbox.com/s/wh4ewhcfe9ts8mx/0.61%20culture%20hackishfix.zip?dl=0

Research speed tweak, ship speed/life support range halving, to simulate larger maps &sensor strength +50%

cargo module & life support thing... scroll up! ;)

Reply #7 Top

The 3rd possibility occurred to me when I was laying down for the night that night. It could be similar to the Metaverse in that certain xml files were required to be unchanged. So it would be that they may end up producing multiplayer games based on the default thereby ignoring local xmls. This is just a thought, I personally am not that interested in multiplayer aside from people in my life who i can't get to play this. :(

Reply #8 Top

When the game goes live and maybe before then, the modders will stop changing actual game xml and start using the mod directory.  Any thing in the mod directory will over ride the game xmls.  Mods will more than likely not be allowed in multiplayer.  That makes the solution simple.

Reply #9 Top

that's exactly or at least part of what i meant, GC3 is already being setup for a mod directory like i'm used to from GC2 so that i can leave the default files alone, enablemod is already in the gameplay tab yet has no path selection.