Editing Political Parties

Greetings to all :)

I've been playing around with the files relating to the setup of the political parties, "CoreColParties" in the \Data directory.

I figured out how they were set up and went about modifing one of the parties (Pacifists)

Ie;

BonusType 9
BonusValue 20
BonusType 6
BonusValue 20

was changed to;

BonusType 9
BonusValue 200
BonusType 6
BonusValue 200

But, and this is where my question comes in, I'm sure that the Aliens had also the same benefits.

If I've added +200% to econ, MProd, SProd, research, morale, influence, pop growth, then no one should be able to stand in my way, should they? Except that (on normal level) I got my butt kicked!

Do they, the Aliens that is, use the same political parties and hence the benefits... or are their skills increased to match the "power" of the party I created?

You'll also find in this file the following;

PenaltyType 9
PenaltyValue -20
PenaltyType 6
PenaltyValue -20

Does anybody know what this refers to? It seems strange that in each of the parties you'll find a similar line... the PenaltyType value is the same as the BonusType value.

Hope this makes sense!
:p


Cheers,

Eric
2,022 views 11 replies
Reply #1 Top
Do they, the Aliens that is, use the same political parties and hence the benefits... or are their skills increased to match the "power" of the party I created?
End of quote


The Aliens are smart enough to know a good deal when they see it. ;)

The AI in this game is sophisticated enough to weigh the advantages of each Political Party and choose accordingly. Undoubtedly each of the AIs picked your party as well, and proceeded to whoop you with your own mod. :)

Does anybody know what this refers to?
End of quote


The Penalties are in effect when you lose control of the Senate. They do not necessarily need to mirror the bonuses, though they do for most of the 'stock' parties.

~SDC~
Reply #2 Top
Well I'll be....

Clever sods indeed :)

Thanks for the heads up...

The penaltytype value meaning is obvious... now you point it out ;)

So the only way you would be able to create a "super party" would be to have unlimited ability picks. Do you or does anyone know where that info is stored?


Cheers,

Eric
Reply #3 Top
So the only way you would be able to create a "super party" would be to have unlimited ability picks. Do you or does anyone know where that info is stored?
End of quote


To raise the amount of ability picks, you have to hack the game. There was a trainer out back in the day that allowed you to do this, but the pace of Stardock upgrades has outstripped the hackers' capacity to keep up. IOW, you can't do this easily.

However, you can change what your 10 points will buy you. The values are in English.str. I posted a 'How-To' on this forum, scroll down- it's a ways down the page.
http://www.cdgroup.org/forums/tbs/gc/viewtopic.php?t=100

~SDC~
Reply #4 Top
HawaiiFive-O, you are a legend! :)

Where would I be without ya!

But would I be correct in assuming that the Aliens also have ability picks... so would share benefits?


Cheers,

Eric
Reply #6 Top
But would I be correct in assuming that the Aliens also have ability picks... so would share benefits?
End of quote


Yup. It's hard to get an edge on them. ;)

IOW = In Other Words

And thanks for the kind words. :)
~SDC~
[Message Edited]
Reply #7 Top
Did anyone create a party that's worth losing the elections with? Like have a set of bonuses when you pick it, and another one when you lose control of the senate? That'd be cheesy, but if you do that to all parties, you could decide to raise the taxes just the day before the election so that the opposition gets to power, and provides another set of bonuses, then lower the taxes again. That would always be risky, since you can lose a world to the ILeague.
Reply #8 Top

Well, I edited the english.str file. I changed one set of all the bonus values to 100, and changed the cost of those values to 0.

From my observations, the Aliens had no advantage from my changes...

Sensor range bonus was 100, ship speed was set at 10... these two settings meant I could effectively see the entire galaxy and the alien ships... their ships only moved at the normal rate and after I had done a little spying I could see that their base abilties were what they would normally be.


LDiCesare... what you sugest seems possible to me...

The Pasifist Party has a 20% bonus to social production (9) and influence (6) as expressed below;

BonusType 9
BonusValue 20
BonusType 6
BonusValue 20

When you lose control of the Senate, you lose that bonus, as expressed below;

PenaltyType 9
PenaltyValue -20
PenaltyType 6
PenaltyValue -20

To have the Pasifists have a different set of penalties or bonuses, you'd just need to alter or add to the above lines...

ie;

PenaltyType 9
PenaltyValue -20
PenaltyType 6
PenaltyValue -20
PenaltyType 12
PenaltyValue 25

Here after losing the Senate, you still lose 20% to your social production and influence but gain 50% ship hit points (The generals in the armed forces still believe in you as leader and fight that little more tenaciously)

With a little imagination you could come up with something better I'm sure. :)


Cheers,

Eric
Reply #9 Top
From my observations, the Aliens had no advantage from my changes...
End of quote


I see, they must not have picked your changed attributes. Interesting, I'll have to dig in further.

You might have found a loophole. ;)

~SDC~
Reply #10 Top

I've started a few different games, varing the intelligence levels and galaxy size... and haven't found, as yet, any point where the aliens take advantage of the "unlimited pick ability" situation...

I presume that if they do make their picks it's done in some other way.

If you do wish to dig further, below is an extract from the English.str file to show you exactly what I did;


// economics
[A0_Option0Text] Advanced
[A0_Option0Bonus] 100
[A0_Option0Cost] 0
[A0_Option1Text] Gifted
[A0_Option1Bonus] 20
[A0_Option1Cost] 4
[A0_Option2Text] Master
[A0_Option2Bonus] 30
[A0_Option2Cost] 5

// weapons
[A1_Option0Text] Superior
[A1_Option0Bonus] 100
[A1_Option0Cost] 0
[A1_Option1Text] Master
[A1_Option1Bonus] 30
[A1_Option1Cost] 3
[A1_Option2Text] True Warrior
[A1_Option2Bonus] 50
[A1_Option2Cost] 6

// defense
[A2_Option0Text] Advanced
[A2_Option0Bonus] 100
[A2_Option0Cost] 0
[A2_Option1Text] Gifted
[A2_Option1Bonus] 20
[A2_Option1Cost] 2
[A2_Option2Text] Master
[A2_Option2Bonus] 30
[A2_Option2Cost] 3

// morale
[A4_Option0Text] Naturally Content
[A4_Option0Bonus] 100
[A4_Option0Cost] 0
[A4_Option1Text] Naturally Happy
[A4_Option1Bonus] 15
[A4_Option1Cost] 2
[A4_Option2Text] Naturally Joyous
[A4_Option2Bonus] 20
[A4_Option2Cost] 3

From this extract you can see I changed the values and costs of ALL the abilities but I only changed the first set of each group. Perhaps if I changed every single set in each group...

If you do find anything, please let us know :)

As for a loop hole, if the game is too hard, go to a lower level of difficulty. Lets face it, at beginner/fool level of difficulty it's pretty much a no brainer :)

Ah, I fondly remember the days of Master of Orion... the aliens would send five fleets ,each containing 32000 ships, to your planets... and the satisfaction of designing and building a ship that could effectively despatch them... 8500 v 160000? no probs! :)


Cheers,

Eric
Reply #11 Top
Ah, I fondly remember the days of Master of Orion... the aliens would send five fleets ,each containing 32000 ships, to your planets... and the satisfaction of designing and building a ship that could effectively despatch them... 8500 v 160000? no probs!
End of quote


I'd usually just have 6 ships, each with a blackhole generator or warp dissipator and of different designs, that you could happily send to attack the 32000. You lost 3 black hole ships and paralyzed the remaining 10000 ships with your warpers, then waited for next turn to repeat and destroy a hundred thousands ships with a loss of at most 10 of your own craft...