Changes to XML

I know they have recently made some changes to the XML's to accommodate the newer content,

im having trouble getting the balance right in my new galaxy's and the changes i used to make no longer seem to have the same affect. 

 

The things i'm trying to alter. 

 

1) The number of dead planets, i'd like to reduce these but changing the

  • Starsystemdefs  - Dead Zone seems to have little effect. 
  • MapSetupDef - HabitablePlanets again doesn't seem to reduce the proportion of dead planet. 
 
2) Increasing the number of planets overall. 
 
  • Increasing the mapsizeDef's - Base,  Used to add more planets and then you would increase the 'HabitablePlanets' to make more of the habitable. Now the 'Base'  seems to increase pretty much everything when i increase it i get hundreds of anomilies etc as will as just planets. 
 
3)  Changing the Star System Planets. 
 
 
  • StarSystemDefs :  this still does seem to alter the number of planets found around a star to some degree but i just find most of them are dead, and i can't quite figure out the different rings.  there does now seem to be a hard cap of of about 8 planets per system but i'm struggling to consistantly get more than 3 habitable ones around a single star. 
 
Overall what i am trying to achieve is a map with few star systems, but lots of planets.  I would rather have 4-5 habitable planets per star and have each system 'really worth while than having lots of little systems with a single or no habitable planets. 
 
This used to be easy but im really stuggling with the new XML changes. 

 

 

 

 

 

7,279 views 8 replies
Reply #1 Top

You change the Systems that start with:- Yellow01-03, Orange01-03, Red01-02, Purple01, Blue01-02, White01-02 (These are the Random Systems)

You want to remove any reference to Dead Planets from these systems, ie DeadZone, OuterZone and NoRandom will all spawn dead planets. That will prevent Dead Worlds appearing. (I think)

 

Increasing Base as far as I understand it increase the amount of total "objects" a map will generate, I do believe its always been this way. You also need to increase MaxHabitablePlanets and decrease PlanetFrequencyExp.

 

 

Reply #2 Top

I would have thought rather than removing the deadzones setting them to 

<LaneType>DeadZone</LaneType>

<MinPlanets>0</MinPlanets>
<MaxPlanets>0</MaxPlanets> 

Would have had the same effect? surely that says add '0 planets'  to the dead zone? 

Edit ---- I did try changing the dead zones etc.  I removed those rings and the game wouldn't load.  So i put them back and changed them to 'Habitable' and the game loaded. But i still get too many dead planets. 

 

Reply #3 Top

Woot ok found it .... 

 

GalCiv3MapDefs  <HabitablePlanetChanceDivisor>   the low this number is the lower the amount of dead planets i seem to get. 

Reply #4 Top

I didnt mean remove the zone completely, just what is in it:-

      <OrbitLane>
          <LaneType>DeadZone</LaneType>
      </OrbitLane>

      <OrbitLane>
         <LaneType>NoRandom</LaneType>
      </OrbitLane>

      <OrbitLane>
        <LaneType>OuterZone</LaneType>
      </OrbitLane>

Like so.

You can actauly change DeadZone and OuterZone to NoRandom <--- Does what it says, no random planets.

Reply #5 Top

How do you make it random.

Reply #6 Top

Quoting admiralWillyWilber, reply 5

How do you make it random.
End of admiralWillyWilber's quote

Looking at the schema, i don't think you can.   But i am no expert

Reply #7 Top

Quoting admiralWillyWilber, reply 5

How do you make it random.
End of admiralWillyWilber's quote
I am not sure whether I understand your question correctly, but if you are asking whether you can make it random whether there are the predefined planets in a system (not home system!) or just an empty star, you ahve to add an additional star system, so you ahve the version of the system with planets and without the planets.

The weight should (speculation on my part) govern how frequent it will happen. Example: you have the normal system on weight=50 and the respective system without planets on weight=10, then you will expect 5 times as many system of the type with planets compared to system of this type without planets.

To completely randomize what is around a star you would ahve to add many, many more systems to the .xml.

Reply #8 Top
  • Random starting systems for everyone.