The Rusty Gamer

The Rusty Gamer

Joined Member # 664570
4 Posts 16 Replies 11,030 Reputation

1.4 Decreased logistics by 3 and drastically decreased ship range by 250 at the beginning of the game! Restored the life support tech tree to be as per the standard game (though not the changes to life support modules) and added a new tech branch for ship range. There are 30 of them called Range I - Range XXX. Each one adds another 10 to your basic range and the prerequisite for Range I is Xeno Engineering. This has been done to have near minimum range at the be

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Also, why do you say to take back ups of a couple of files (for stars and races)? Does your program overwrite original files at all?

15 Replies 13,379 Views

1.3 Range ability of life support modules on ships now begin slowly and increase exponentially. Standard Game: 6, 8, 10, 12, 14 Slow Start Mod: 1, 3, 6, 10, 15 Ship range now begins with a decrease of 50%! I am planning to tweak the tech tree with range settings next.

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Thx for sending this to me. I've just noticed that the remove core ships option doesn't seem to work though (on either version I think).

15 Replies 13,379 Views

If we don't use up all the custom points for a race at the start of the game, then we could be compensated with a bit more starting money, say 50 credit per custom point unused. Perhaps we could see how much extra starting money we get on the point allocation screen. In addition, could we be able to change the starting amout of money for the game directly? But it would mean all major races get that starting amount.

437 Replies 247,535 Views

Thx for this Brian. I like the idea of what you've been doing with the tech tree - stagger it and give both positives and negatives to some research. I started a game and glaced at the tech tree. I'll try to play a decent game in a day or two when I'm not as busy.

9 Replies 7,009 Views

I've noticed, while modding the tech tree, that some settings are absolute whereas other settings are relative. For instance, whatever you set LogisitcsAbility to 9, that is its actual value so it is absolute. But when you set DiplomacyAbility to 10, that is its increased ability which it adds to the value already there. The advantage of relative is you can have research from more than one path to increase that ability. If I want more than one research path to

2 Replies 3,076 Views

Is that right about the tech tree though? I think if you have ore than one prereq listed, that it only keeps the final one and ignores the rest.

5 Replies 5,497 Views

In case anyone's interested, I've updated my mod to stagger ship range. 1.2 Added two in-between range techs to research - basic range & extended range, interleaved with the life support techs. The unmodded game range was 20, 40, 50, 50 For this mod it is 10, 20, 30, 40, 50, 60

12 Replies 11,165 Views

Allow random variations in the tech tree and other xml files etc. To do this I would suggest something along the following lines: In any xml line involving numbers, allow a second parameter after a comma, which would then introduce a random range. (Subsitute square brackets for " ") ie: [cost]25,35[/cost] would mean a random cost between 25 and 35. [logisticsAbility]6,8[/logisticsAblity]" would mean logistics ability

437 Replies 247,535 Views

Ok, this is a GREAT mod, just what I'm looking for except...it won't work for Dark Avatar add-on, at least not directly, only DL. What I may have to do is copy the whole DA Data directory into the DL directory and call it, say, something like "DA Data". Then point the target to that and hope that works.

15 Replies 13,379 Views