[quote who="Nastytang" reply="120" id="3557427"]Looks the same to me I mean I took a fast look It seem the same I have one in my mod and I look at the new updated one Not sure what change you mean ?? [/quote] Nope, quite different as my prior posts shows. :) Luckily for me, I have a OS X program (TextWrangler) that can compare text files side by side and quickly show me the differences between them. Just go down the list, BANG BANG BANG. Even matches things which have be
BuckGodot
Without putting in exact XML structures, here is the summary of what is going on StarSystemDefs.xml. Yellow Star Systems (System00), "HabitableZone" was changed from 4 max planets to 3 max planets. Purple Star Systems (System08), "OuterZone" was changed from 3 max planets to 2 max planets, Asteroids look to have been added. White Star Systems (System01), "NoRandom" (???) had 0-2 planets added; "Habitable Zone" was changed from 4 max planets to 1, asteroids look
I'm looking over StarSystemDefs.xml, and hoo-boy, yeah, there are changes in there alright. Lots and lots of them. Far too many for me to summerize right off the bat. This might be the biggest thing we need to look at. Worried though that the game might [b]NEED[/b] those changes for it to work properly. But I think blindly playing with base factors and percentages might not be enough to replicate old behavior. I mean, playing with the base and percentages is ne
[quote who="Frogboy" reply="114" id="3557396"] Looks like something is iffy about Large if it's base is 75 now. [/quote] Whooops. I think I copied over the wrong value there, Brad. The mistake of manually typing. :) Base for Large is [b]150[/b] (which as I check is unchanged), It is [b]MaxHabitablePlanets[/b] which is 75. Let me fix that now. Thanks for the catch! :) POST UPDATED WITH CORRECT VALUES
Changes in MapSetupDefs, Late Beta 6 to 1.0.2: For "None", 0.05 changed to 0.1 For "Rare", 0.1 changed to 0.2 , 0.1 changed to 0.05 For "Uncommon", <ExtremePla
Alright, as I compare just the MapSizeDefs XMLs from Late Beta 6 to 1.0.2, here are some preliminary findings: Tiny: No difference except for inclusion of 16 Small: No difference except for inclusion of 32 Medium: Base changed from 128 to 110, inclusion of <MaxHabitablePlanets&g
Ugh. Haven't used my ISP to host files in, literally, years. Don't want to waste the time now to figure it out, so I fired up my Google Drive account. https://drive.google.com/file/d/0By8Y969dyvLHcDF1WHo4dm9KekE/view?usp=sharing The above link [b]SHOULD[/b] contain a zip file with four directories of four files each. To download the file click on the thing that looks
[quote who="RavenX" reply="108" id="3557338"]Can you zip up the two map xml's from that version we're all needing and host them? That would be awesome [e digicons]:)[/e] . [/quote]I'm not actually signed up to any hosting services. Might sniff around Dropbox and see if I like it. Or maybe I'll just use my ISP temporarily. If I do so, I'll probably put in the May 11th files [b]and[/b] the 1.01 that I redownloaded as well as the fi
OK, there was some useful stuff on this in today's devchat in a couple of different parts of it. One, as I already suspected, the bracket doesn't just set the baseline for number of stars, but also for nebula, relics, and other things in some fashion or another. So when messing with the tag we should also keep an eye out on the percentages for everything else so we don't get a crazy map with BLEEP-tons of relics everywhere or crowding out th
[quote who="Chibiabos" reply="2" id="3557235"] Quoting Magnumaniac, reply 1 Quoting , quoting post If you have a constructor sh
[quote who="Nastytang" reply="99" id="3557292"]I had to add it to my mod file for the game NOT to give me a xml error [/quote] Joy. *makes note to modify just acquired 1.01 XMLs* Thanks. :) I'll muck about with these post-devstream.
[quote who="easymodex" reply="96" id="3557282"] Quoting Ex Mudder, reply 11 The lack of stars makes expansion problematic, even on abundant. I use Gigantic maps. That actually sounds like it makes the map interesting. I'm personally not a fan of when "the vast reaches of e
Has anyone just gotten rid of MaxHabitablePlanets>? I don't see any particular reason why it [b]NEEDS[/b] to be in a mod. Just its presence might be affecting calculations. I still have a copy of the XML folder from late April (and possibly one from early May [EDIT: Yep. I have the XMLs as of May 11th]) so I can use that if I need to. But what I plan on doing today is downgrade to 1.01, copy the entire XML folder structure, reupgra
Testing with updated patch: [b]1 opponent, no minors, scattered map[/b] [b]Relics, Black Holes, Asteroids, Nebulae, Anomalies, Pirates all turned off[/b] [b]Abundant Stars, Abundant Planets, Abundant Habitable Planets, Rare Extreme Worlds[/b] [b]All Counts do [u]NOT[/u] include opponent's homeworld[/b] (unlike my last series of charts) Tiny: 11, 19, 13, 13 Small: 23, 21, 27, 16 Medium: 42, 42, 38, 47 Large: 78, 61, 65,
New Opt-in Patch is ready for download. :)
There's been a HUGE discussion about it over here, Nastytang. :) https://forums.galciv3.com/466422 Supposed to be reverted/updated/modified sometime tonight. :)
[quote who="naselus" reply="10" id="3556907"]Same way you opted in, more or less. Left-click on the game, go to 'properties', open the 'betas' tab and then set the drop-down menu to 'none'. [/quote] I want to say I've tired that and it didn't work for me but now that I test it seems to be working. Huh. Maybe the opt-in patch has to be live for one to "opt out" of it? Makes it a little problematic if you have an update Queued an
[quote who="wpkelley41" reply="8" id="3556859"] Little help please. I didn't "opt-In" to 1.02. The game updated by itself. I'm actually happy about this, because it saves me the trouble. Question is: If I choose to "Opt-Out" of a patch, How do I do it? [/quote] Have you ever "opted-in" to a patch before? If so, I think Steam automatically puts you on the "opt-in" path for all future patches. I've never found a way to "opt-out" of a specific patch at l
[quote who="naselus" reply="50" id="3556894"] Quoting BuckGodot, reply 48 Interesting. The number of minors didn't change things as noted by naselus on Immense. It was 208 + number of other factions present. Yup, seems like
[quote who="naselus" reply="47" id="3556880"] It appears to just be limited to Insane - smaller maps (even Gigantic) have a variation. But around 200 appears to be some kind of hard limit for habitables - once a setting hits 200+X, it stops increasing no matter how much higher the setting is. where it's 200%, to Insane, where they're equal. I suspect they were trying to introduce a hard cap of 2500 and missed a zero. [/quote] I think pregenerated star syst
No Minors/Eight Total Factions Test (planets held at start of game by opponents included in planet count): Tiny: 31, 24, 24 [1.11%, 0.86%, 0.86%] Small: 41, 44, 46 [0.83%, 0.89%, 0.93%] Medium: 88, 108, 101 [0.80%, 0.98%, 0.92%] Large: 126, 111, 113 [0.51%, 0.45%, 0.46%] Huge: 152, 148, 131 [0.30%, 0.29%, 0.26%] Gigantic: 206, 191, 189 [0.21%, 0.20%, 0.19%] Immense: 215, 215, 215 [0.12%, 0.12%, 0.12%] Interesting. The number of mi
[quote who="naselus" reply="43" id="3556874"]Yeah, I forgot to get rid of them and other major races (of which I have 20), so I'm guessing there's around 240 being created. Might be worth checking if Habitable Planets is having any effect on any other map sizes - if it is, then we may be able to modfix this out. [/quote] I'm in the middle of doing a No Minors, Eight Base Faction series of tests on Everything Abundant except for Extreme Worlds. I'll pop th
[quote who="Franco fx" reply="40" id="3556866"] My God, It's full of stars! Well, not full of, but still a lot. [e digicons]:)[/e] [/quote] Full of stars, maybe. Full of planets? I beg to differ. :D
[quote who="naselus" reply="38" id="3556853"] There's slight variations, based on minor races and opponents, but no change in the total number of habitables. That's it. [/quote] Awww, crap. I forgot to include the number of minors in my assessments on colonizable worlds (I didn't include them in my counts, like at all). Knew I forgot something. [e digicons];P[/e] Hmm, though if your seeing the same thing that really doesn't matter [b]THAT[/b] much,
Even though it looks like it's bugged to some degree, I think a base number of usable planets generated v map hex count ratio should prove interesting. Let's do that and see what we get. [B]NOTE: FOLLOWING ANALYSIS DOES NOT INCLUDE THE PLANETS HELD BY MINOR RACES. OOPS. :p SO TREAT AS A ROUGH GUIDELINE BUT STILL MORE OR LESS ACCURATE - SEE REPLY #48 FOR UPDATED ANALYSIS[/b] Tiny: 2791 tiles 27 colonizable