Some tweaks

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eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

Some tweaks

Post by eddieballgame »

This mod was designed primarily for Very Sparse maps. (note the 2 Universal Arks at the start). A friend & I have thouroughly enjoyed this program. Have played multiplayer with great satistfaction. Particularly the feature of creating huge maps with random starts. 500x500 Very Sparse plays quite fast & is extremely stable ( 1 crash in 20 hours but was able to get back in with no problems). We are finding 400x400 to be maybe a bit better for "contact" with other races, & of course 300x300 is definitetly more active. Attached is a mod "we" have designed for ourselves which "we" think makes the game even better. Thought I would share with the community. Each modded XML file (5) comes with a readme.
Attachments
BPESMod.zip
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martok
Posts: 845
Joined: Mon Aug 30, 2004 1:44 am

RE: Some tweaks

Post by martok »

Cool. In general, what changes does the mod make?

"Evil is easy, and has infinite forms." -- Pascal

eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

RE: Some tweaks

Post by eddieballgame »

Updated BPES Mod

Added 6 new Planet types:


Planets have been added to the --- TERRAFORMING & CLIMATE CONTROL --- section


<planetChance planetType = "Gaia Planet"
<planetChance planetType = "Terran Planet"

<planetChance planetType = "Arid Planet"
<planetChance planetType = "Swamp Planet"

<planetChance planetType = "Tundra Planet"
<planetChance planetType = "Desert Planet"



<!-- Shipyards -->
<FacilityType Name="Surface Shipyard" Level="0">

Time="6" ( was 2 ) To slow down the initial "spamming" of colonies at the start---our preference


RESEARCH has been modified as follows: LABS' original costs = 600

CONSTRUCTION LAB = 800

DEFENSE LAB = 700

HYPERSPACE LAB = 700

INFO LAB = 700

WEAPONS LAB = 600

BIO LAB = 600

PSI LAB = 600

SKUNKWORKS = 600




RESEARCH CENTERS' original costs = 900


CONSTRUCTION RC = 1000

DEFENSE RC = 900

HYPERSPACE RC = 900

INFO RC = 900

WEAPONS RC = 800

BIO RC = 800

PSI RC = 800

SKUNKWORKS = 800




All FACTIONS have been adjusted as follows:


All FACTIONS have 2 UNIVERSAL ARKS, 2 SCOUTS, 3 Corvettes, & 5 Transports

10 Light Missiles & 5 Militia


ALL VICTORY POINT categories for each FACTION are identical:

<VictoryPoints Area = "TotalPopulation" Multiplier="1"/>
<VictoryPoints Area = "OwnPopulation" Multiplier ="1"/>
<VictoryPoints Area = "TotalHappyPopulation" Multiplier="1"/>
<VictoryPoints Area = "OwnHappyPopulation" Multiplier="1"/>
<VictoryPoints Area = "EnemyKilled" Multiplier ="1"/>
<VictoryPoints Area = "Technology" Multiplier="1"/>
<VictoryPoints Area = "Glory" Multiplier="1"/>
<VictoryPoints Area = "Profit" Multiplier="1"/>
<VictoryPoints Area = "Booty" Multiplier="1"/>
<VictoryPoints Area = "Assimilation" Multiplier ="1"/>


All RACES have been modified to a point system

ARK Ship Build Time: ( original # )


SHIP Time to Build

Ark 9 (3)

Super 12 (4)

Extreme 15 (5)

Universal 18 (6)

Mother 18 (6)



CUTTER has been redone: ( original# )


Construction Cost = "50" (125) Time ="1" (.5)
Upkeep Amount = "4" (11)

BasicCombat Defence = "1" (2)

Weapon Type = "Pulse Cannon" Attack = "1" (2)
Weapon Type = "Pulse Cannon" Attack = "1" (2)

Movement Speed = "4" (2)




Attachments
BPESMod.zip
(34.22 KiB) Downloaded 20 times
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

RE: Some tweaks

Post by eddieballgame »

Up date to BPES Mod minor adjustments to Gaia, Terran & Desirable planets. A few tweaks to some Factions. Now each faction starts with 2 Universal Arks.
Primarily because of our using only Very Sparse maps.
Attachments
BPESMod.zip
(34.24 KiB) Downloaded 23 times
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

RE: Some tweaks

Post by eddieballgame »

Another adjustment...decided to enhance Home World defenses to aid the AI with 10 Heavy Missiles instead of Light, as well as adjust the VP scoring.

<VictoryPoints Area = "TotalPopulation" Multiplier="1"/>
<VictoryPoints Area = "OwnPopulation" Multiplier ="1"/>
<VictoryPoints Area = "TotalHappyPopulation" Multiplier="1"/>
<VictoryPoints Area = "OwnHappyPopulation" Multiplier="1"/>
<VictoryPoints Area = "EnemyKilled" Multiplier ="5/> rewarding conquest
<VictoryPoints Area = "Technology" Multiplier="5"/> makes sense :)
<VictoryPoints Area = "Glory" Multiplier="5"/> rewarding conquest
<VictoryPoints Area = "Profit" Multiplier="1"/>
<VictoryPoints Area = "Booty" Multiplier="1"/>
<VictoryPoints Area = "Assimilation" Multiplier ="1"/>

Attachments
BPESMod.zip
(34.25 KiB) Downloaded 19 times
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

RE: Some tweaks

Post by eddieballgame »

new additions to the BPES Mod


ADJUSTED --- <!-- Standard combat ship mix standard mix = 100 -->


<ShipProportion Category="AirAttack" Speed="Normal" Amount ="23"/> was "13"

<ShipProportion Category="GroundAttack" Speed="Normal" Amount ="10"/> was "20"



DREADNAUGHTS are no longer a prerequisite for IMPROVED SHIELDS


CRUISER II's are now 3.5 "Tech Time" was 4

DREADNAUGHTS & MISSILE SHIPS are now 4 "Tech Time" was 3.5

IMPROVED SHIELDS are now 3.5 "Tech Time" was 4

IMPROVED SHIELDS II are now 5.5 "Tech Time" was 6

After playing a few hundred turns, the above technology adjustments feel just right, particularly playing on "slower" tech settings. We like 30%
Attachments
BPESMod.zip
(45.55 KiB) Downloaded 31 times
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