Add support for sliders remove RNG

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Would u want more control in your game

Poll ended at Sat Dec 02, 2023 11:44 am

Yes i'd love more finetuning.
9
100%
No i want the vanilla experience as intended.
0
No votes
 
Total votes: 9

alexman91
Posts: 66
Joined: Sun Mar 13, 2022 10:24 am

Add support for sliders remove RNG

Post by alexman91 »

i get that a large part of the community love the RNG aspect of world creation.
personally i dislike it and want a set number instead of just clicking reroll 200 times to get close to it.
add options to pick what u want like a slider to force 20% mountain 30% ocean.
be able to pick atmosphere so i can have pink flora or mega monsters.
allow me to set population seed like <50m 100m> <1bil and such.
keep part of the RNG and map gen put let me finetune for what i want for this session.
or atleast give options for a modder to add this and remove hardcoded functions.
eddieballgame
Posts: 903
Joined: Wed Jun 29, 2011 2:50 am

Re: Add support for sliders remove RNG

Post by eddieballgame »

A slider option to tweak a planet would speed up the process of generating something more to one's liking. I am ok with the 'rng' current method, but adding this option would be most acceptable.
It, however, may not be practical/possible to add this per the base programming of this fantastic game...which I can live with. :)
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AnddyiRaynor
Posts: 70
Joined: Fri May 30, 2014 5:24 pm

Re: Add support for sliders remove RNG

Post by AnddyiRaynor »

You can do this with the S&S editor(creating a mod) with some back breaking work for the population you just set it so megacities always appear and you usually get billions of people, the mountains and metals are also modifiable. I agree that it should have a slider, but once you figure out how to do the above you will reload maybe 10x max just for the population the rest is what you set it to and maybe to limit the amount of sectors that popup.
Se_Random PlanetGenData431 <- planetgen
Se_Random colonymajorevents70 <- pop, this one is a bit confusing.

Quadrant Capitol,
Mega-city,
sector capital
High birth, should also be adjusted for more pop.
First Mine I add 39900,1500,16500, 1, 30 (city,mining, agri pop) Maybe add that all to just city pop(edit agri pop works better, or at least agri + city pop so they have food to grow? the weights are more complex,also cuts down on total zones, so quicker turns), and you will get tons. Most will die, most I see after cataclysm is in the 3 millions. I should just try modifying the weights of the ones above than just adding pop to this one since it tends to skew the generation to farmers and raiders, but that could also be the planet types I play on.

I still get low rolls but most are in the billions, so plenty of ruins or a few huge blobs that are strategic military operation targets.

As for planetgen you set the age to be 3+ billion(for bigger creatures?) + mountain size. Even max majors. So there is kind of a slider in the game(it's a secret one). I don't think he can easily add one, all of this requires reloading once you change the values.

Enable debug in userdebugger, go into the game, at the top there will be a debug menu in Mng next to tech/type/blue look down at libraries then 2) SE_Random then tables 70 colony events and 431 you want to export csv/ mod export csv. If you edit the values you want ingame it will be edited in the csv file you will import into your mod. Adding 100 100 to weights 1-2 should make anything you want happen, also you can get rid of most radiation fallout by taking that down in Se random 73(under the rads change it to 0).
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