REQUEST: add RequiredStarbaseSpacing MaxSponsorDistanceWithNoPenalty & MaxPopulationSourceDistance and more to schema

In light of Brad's recent post about dev work is allocation, I wanted to move some of the changes in ILO into improvementdefs/techtrees and out of things like Galciv3GlobalDefs.xml, but I can't because RequiredStarbaseSpacing isn't in enumeration


<Stats>
<EffectType>RequiredStarbaseSpacing</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>7</Value>
</Stats>

 

 

adding that to the civilizationcapital would have been the first step to removing all of my changes from Galciv3GlobalDefs.xml & allowing ILO to be more compatible with other mods, but it fails due to not being in enumeration.  The same is almost certainly true with MaxSponsorDistanceWithNoPenalty & MaxPopulationSourceDistance.  

 

The stuff for accuracy/rate of fire with various weapon types is already there in one form or another. From a quick skim, it looks like these are others that should be included as well as the three already mentioned even though ILO doesn't use them something/someone might.

 


<MinShipPopulation>.5</MinShipPopulation>
<DefaultShipPopulation>2.5</DefaultShipPopulation>
<ReservedColonyPopulation>1.0</ReservedColonyPopulation>
<MaxPopulationSourceDistance>10</MaxPopulationSourceDistance>

<TechInflationExponent_All>1.7</TechInflationExponent_All>
<TechInflationMultiplier_All>0.13</TechInflationMultiplier_All>
<TechInflationExponent_Tree>1.1</TechInflationExponent_Tree>
<TechInflationMultiplier_Tree>0.14</TechInflationMultiplier_Tree>
<TechInflationExponent_Specialization>1.1</TechInflationExponent_Specialization>
<TechInflationMultiplier_Specialization>0.10</TechInflationMultiplier_Specialization>
<CommonMediumHabitablePlanetCount>47</CommonMediumHabitablePlanetCount>

 <ShipyardMaxSponsorCount>5</ShipyardMaxSponsorCount>

 

on a side note, notably missing from that is the 10mil pop given on turn0 to civ homeworlds.  I'm not sure where/if that's stored somewhere but considering I wanted to mod it during beta for a race & one of the reasonably recent devstreams had Paul playing a  race that started with extra colony ships  loaded with 2.5 pop each & a destroyed homeworld that still starts with 10 pop.. Adding whatever defines that 10 to the list wouldn't be a bad idea

 

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Reply #1 Top



on a side note, notably missing from that is the 10mil pop given on turn0 to civ homeworlds.  I'm not sure where/if that's stored somewhere but considering I wanted to mod it during beta for a race & one of the reasonably recent devstreams had Paul playing a  race that started with extra colony ships  loaded with 2.5 pop each & a destroyed homeworld that still starts with 10 pop.. Adding whatever defines that 10 to the list wouldn't be a bad idea

 
End of quote

 

It's in factiondefs.xml. And changes in factiondefs are NOT reflected for downloaded races... so, for example, if you set every race to start with 50 pop rather than 10, any races that you download separately will have the population that the generic race had when their creator made them. The same's true for a race's starting cash, too.

Reply #2 Top

Quoting naselus, reply 1


Quoting ,


on a side note, notably missing from that is the 10mil pop given on turn0 to civ homeworlds.  I'm not sure where/if that's stored somewhere but considering I wanted to mod it during beta for a race & one of the reasonably recent devstreams had Paul playing a  race that started with extra colony ships  loaded with 2.5 pop each & a destroyed homeworld that still starts with 10 pop.. Adding whatever defines that 10 to the list wouldn't be a bad idea

 



 

It's in factiondefs.xml. And changes in factiondefs are NOT reflected for downloaded races... so, for example, if you set every race to start with 50 pop rather than 10, any races that you download separately will have the population that the generic race had when their creator made them. The same's true for a race's starting cash, too.

End of naselus's quote

That's too bad, it should probably be a global setting that can be overridden on a case by case basis in factiondefs or custom race equivalents.  I don't have any immediate plans to change it, but I could see how changing the starting pop values globally would allow a mod to  drastically akter the early game if chosen to do so alongside supporting changes.

Reply #3 Top

Quoting Tetrasodium, reply 2

That's too bad, it should probably be a global setting that can be overridden on a case by case basis in factiondefs or custom race equivalents.  I don't have any immediate plans to change it, but I could see how changing the starting pop values globally would allow a mod to  drastically akter the early game if chosen to do so alongside supporting changes.

End of Tetrasodium's quote

 

Yeah, I've been wanting to nerf the starting cash down to 1k and buff starting population up some for about two months now, but can't without basically breaking every downloadable faction. It is incredibly annoying.

Reply #4 Top
Quoting naselus, reply 3
Quoting Tetrasodium,

That's too bad, it should probably be a global setting that can be overridden on a case by case basis in factiondefs or custom race equivalents.  I don't have any immediate plans to change it, but I could see how changing the starting pop values globally would allow a mod to  drastically akter the early game if chosen to do so alongside supporting changes.




 

Yeah, I've been wanting to nerf the starting cash down to 1k and buff starting population up some for about two months now, but can't without basically breaking every downloadable faction. It is incredibly annoying.

End of naselus's quote

 

thinking about it, the factiondefs override should probably be a multiplier of the global setting rather than a flat integer since a multiplier would update based on new values if it were changed globally