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-   -   speeding up construction through modding (http://forum.shrapnelgames.com/showthread.php?t=9866)

minipol July 6th, 2003 03:22 PM

speeding up construction through modding
 
Hello,

i have a modding question. What bothers me about standard SEIV (i mostly play TDM+FQM) is that the planets do not have enough cargo space to place weapons platforms and are to easy to hit. I also think that the 100 units per sector for mines and sats is to low. I would set it to 200 and raise the limit of total possible number of units.

Also the construction rates bothers me. In bigger games, you have to wait and wait in order to build a decent fleet with fighters and troops so i would like to speed this up so it doesn't take that long to get into a major fights http://forum.shrapnelgames.com/images/icons/icon7.gif

These are the settings that i changed, any comments welcome:

Settings.txt
============

Minimum Empire Point Storage := 250000
Scrap Facility Percent Returned := 40 ( to help the ai)
Scrap Unit Percent Returned := 40
Scrap Ship Percent Returned := 40

Pop Modifier 1 Population Amount := 99
Pop Modifier 1 Production Modifier Percent := 300
Pop Modifier 1 SY Rate Modifier Percent := 300
Pop Modifier 2 Population Amount := 499
Pop Modifier 2 Production Modifier Percent := 305
Pop Modifier 2 SY Rate Modifier Percent := 305
Pop Modifier 3 Population Amount := 999
Pop Modifier 3 Production Modifier Percent := 310
Pop Modifier 3 SY Rate Modifier Percent := 310
Pop Modifier 4 Population Amount := 1999
Pop Modifier 4 Production Modifier Percent := 320
Pop Modifier 4 SY Rate Modifier Percent := 320
Pop Modifier 5 Population Amount := 2999
Pop Modifier 5 Production Modifier Percent := 330
Pop Modifier 5 SY Rate Modifier Percent := 330
Pop Modifier 6 Population Amount := 3999
Pop Modifier 6 Production Modifier Percent := 340
Pop Modifier 6 SY Rate Modifier Percent := 340
Pop Modifier 7 Population Amount := 4999
Pop Modifier 7 Production Modifier Percent := 350
Pop Modifier 7 SY Rate Modifier Percent := 350
Pop Modifier 8 Population Amount := 5999
Pop Modifier 8 Production Modifier Percent := 360
Pop Modifier 8 SY Rate Modifier Percent := 360
Pop Modifier 9 Population Amount := 6999
Pop Modifier 9 Production Modifier Percent := 370
Pop Modifier 9 SY Rate Modifier Percent := 370
Pop Modifier 10 Population Amount := 7999
Pop Modifier 10 Production Modifier Percent := 380
Pop Modifier 10 SY Rate Modifier Percent := 380
Pop Modifier 11 Population Amount := 9999
Pop Modifier 11 Production Modifier Percent := 390
Pop Modifier 11 SY Rate Modifier Percent := 390
Pop Modifier 12 Population Amount := 2000000
Pop Modifier 12 Production Modifier Percent := 400
Pop Modifier 12 SY Rate Modifier Percent := 400

Maximum Mines Per Player Per Sector := 200
Maximum Satellites Per Player Per Sector := 200
Default Number Of Units Per Player := 50000
Default Number Of Ships Per Player := 4000

Planet Combat Defense Modifier := -400

PlanetSize.txt
==============
( basically tripling the cargo values)

Tiny planet
Max Cargo Spaces := 3000
Max Cargo Spaces Domed := 600

Small planet
Max Cargo Spaces := 6000
Max Cargo Spaces Domed := 1200

Medium
Max Cargo Spaces := 12000
Max Cargo Spaces Domed := 1800

Large
Max Cargo Spaces := 24000
Max Cargo Spaces Domed := 2400

Huge
Max Cargo Spaces := 48000
Max Cargo Spaces Domed := 3000

Ringworld
Max Cargo Spaces := 192000
Max Cargo Spaces Domed := 96000

Sphereworld
Max Cargo Spaces := 384000
Max Cargo Spaces Domed := 192000

And then for asteroids i also tripled the cargo spaces and domed cargo spaces values

Will these settings help makeing planets tougher and speed up production?

Suicide Junkie July 6th, 2003 06:22 PM

Re: speeding up construction through modding
 
You don't need to do any modding...

Just build 10 SY bases above your homeworld, and use them to pump out warships and troops at a phenomenal rate. If you find you still have resources left over, just build more SY bases.

Loser July 6th, 2003 08:01 PM

Re: speeding up construction through modding
 
Quote:

Originally posted by Suicide Junkie:
build 10 SY bases above your homeworld, and use them to pump out warships and troops at a phenomenal rate.
<font size="2" face="Verdana, Helvetica, sans-serif">I just started doing this. It has changed my game dramatically.

Fyron July 6th, 2003 09:39 PM

Re: speeding up construction through modding
 
Quote:

What bothers me about standard SEIV (i mostly play TDM+FQM) is that the planets do not have enough cargo space to place weapons platforms and are to easy to hit.
<font size="2" face="Verdana, Helvetica, sans-serif">FQM Deluxe increases planetary cargo space rather significantly.

minipol July 6th, 2003 10:45 PM

Re: speeding up construction through modding
 
Fyron: Yeah, i know but it add's cargospace just didn't seem enough so i thought i increase it a bit more http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie: About building more SY around the homeworld: i suppose these orbital SY also benefit from the population modifier for speeding up construction?

As it stands, construction is to slow. Together with the inefficient UI reqarding queues it's getting tiresome in the late game. I really hope Aaron implements a search and replace function for queues. This can't be that difficult.
I'll try what you said. But i'm not sure if it will construct in such a way that it speeds up the game as i already have several SY around my ringworlds. I use 11 SY around a ringworld and 21 for a sphereworld. First i placed them there to construct the ring/sphereworld and i leave them there to construct fighters,troops, platforms and ships.

Anyway, enough whining, let's play so more ... wiieeeeeee ! http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK July 7th, 2003 02:34 AM

Re: speeding up construction through modding
 
Construction seems pretty fast to me. If you increase it much more, then destroying ships won't have much Lasting effect at all (since they get rebuilt almost immediately), and it'll be even more a battle of resource limits.

PvK

Fyron July 7th, 2003 03:09 AM

Re: speeding up construction through modding
 
Quote:

Suicide Junkie: About building more SY around the homeworld: i suppose these orbital SY also benefit from the population modifier for speeding up construction?
<font size="2" face="Verdana, Helvetica, sans-serif">No. Only the planetary SY is affected by pop or happiness. BSY and SYS are never affected by these, no matter where they are.

General Woundwort July 7th, 2003 03:31 AM

Re: speeding up construction through modding
 
Quote:

Originally posted by PvK:
Construction seems pretty fast to me. If you increase it much more, then destroying ships won't have much Lasting effect at all (since they get rebuilt almost immediately), and it'll be even more a battle of resource limits.

<font size="2" face="Verdana, Helvetica, sans-serif">I agree. That was one of the things I wanted to see in my Highliner Mod - an appreciation of how valuable interstellar ships are, and making them expensive and lengthy to build. Of course, as it turned out, you get the worst of both in my mod - slow builds and a battle for resources to pay the enormous maintenance costs... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Suicide Junkie July 7th, 2003 09:29 PM

Re: speeding up construction through modding
 
Rather than increase the costs, why not slow down the build rates?

Make a spaceyard build at a rate of only 500 instead of 2000, for example.

General Woundwort July 7th, 2003 09:32 PM

Re: speeding up construction through modding
 
Quote:

Originally posted by Suicide Junkie:
Rather than increase the costs, why not slow down the build rates?
<font size="2" face="Verdana, Helvetica, sans-serif">PvK, isn't this what you did in Proportions?

PvK July 7th, 2003 10:58 PM

Re: speeding up construction through modding
 
Sort of. What I did in Proportions was to make population weigh a more realistic 1000 kT per million, slow down reproduction rate to a more realistic 1/10 the default rate, reduce cargo capacities, and then change the population effects curve so that having only a few million on a planet means the planet constructs and produces quite slowly compared to the default game, while homeworlds have good rates for their population, and are full of Cultural Center facilities which are practically unbuildable during play, and are very productive and have various effects.

The result is that the homeworld builds quickly, fledgling colonies build quite slowly until you get about 10M colonists on them, and then they still build at about the rate of a space yard until they are really well developed. Space yards I didn't really change. Ships also take up to 13 turns to fully train.

The net result is that to get a lot of construction in Proportions, you need to build many space yards (generally bases), which have a lower rate than in the unmodded game (starts at about half the unmodded planetary rate). There is also a bigger difference in the cost of ships in Proportions between small ships and large ships.

PvK

minipol July 7th, 2003 11:24 PM

Re: speeding up construction through modding
 
I would like slow build rates if this wouldn't mean so much micro management. If yards build slowly, you need a lot more of them (orbitals for instance) to produce a fleet quickly (less slowly http://forum.shrapnelgames.com/images/icons/icon7.gif ). So this means more queues to check which can be a pita when you are dealing with large system maps. This is the main reason why i want to build quicker. With less yards, you could build more.

Anyway, it's a good remark that speeding up the game to fast would result in a major fleet loss not being significant because you could build a fleet in notime. Grrr http://forum.shrapnelgames.com/images/icons/icon8.gif

I guess i'll have to wait for my search and replace feature on queues in the next patch or SEIV. This would eliminate the problem of having
to speed up the game.
Anyway, as i said earlier, i still find the cargo spaces to small. I will increase those.

Suicide Junkie July 7th, 2003 11:36 PM

Re: speeding up construction through modding
 
There was once proposed a system that might do what you want...

(Exact exponents are arbitrary)
1) Make build costs rise roughly as the Square of the hull size.
2) Ship Effectiveness will be linear with size, no matter whether you use QNP or standard propulsion. (The smallest ships under standard fall a bit below the linear, but we can ignore that)
3) Reduce maintenance costs so they rise only as the square root of the hull size.

As such, a large ship 4x bigger would cost 16x as much time and money to build, while being 4x as powerful (same strength per KT), and costing only 2x as much in maintenance.

In emergencies, you could build small ships quite quickly, but if you have the time and resources, large ships will offer more bang for the buck in the long term.

During times of conflict, you will lose some of your big ships, the biggest of which will be effectively irreplacable.

minipol July 10th, 2003 01:13 AM

Re: speeding up construction through modding
 
I was thinking on what has been proposed to solve my problems with the slow building and i think i will leave all settings as they are except for upping the number of units from 100 to 200 per sector.

I think i might change my strategy also to have a transport ship make runs from planet to planet to collect troops, mines and fighters and drop these off on a planet with a lot of cargo. Around that planet i can then circle my troop transports, carriers and so on. This would also solve some of my micromanagement issues and i wouldn't be fiddling with the settings.

Any other ideas?


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