I haven't gotten into editing events since GC1 but started to think about adding some back for laughs.
br
Ability Name="Miniaturization">
AbilityIndex>29
AvailableOptions>1
Option0Text>SexyBeast
Option0Bonus>10
Option0Cost>1
Option1Text>SexierBeast
Option1Bonus>20
Option1Cost>2
BonusUnits>%
/Ability>
changing miniaturization in RaceConfig.xml does nothing which is odd to me
I was able to modify numbers of other ability bonuses sucessfully, but not able to add a totally new bonus in.
Edit: had to remove the outside < >
changing miniaturization in RaceConfig.xml does nothing which is odd to me
I was able to modify numbers of other ability bonuses sucessfully, but not able to add a totally new bonus in.
| changing miniaturization in RaceConfig.xml does nothing which is odd to me |
Of course it doesn't, go to customrace.config inside one of your My Document file, ( should be MyGames/GalCiv2?) and open it up with notepad, Now, edit to your heart desire. Only applies to the race you played lastly though.
Actually played around with miniturization the other day and found the following:
It's indeed a percentage modifier. It's however not linear. A +100% miniturization bonus doesn't give you twice the number of modules on it. It gives you twice the space, yes, but the modules also become larger with higher miniturization bonuses.
You can fit more and more, true, but +100% gives you a 72 point medium starship with an engine that is size 13, a +10000% bonus gives you a ship with 3838 points and a 196 sized engine (or something like that, you get the point).
At normal miniturization you can fit about 5 engines on a medium ship, at +10000% you can fit 19 or so. So the bonus has to be insanely high to make a difference. A +500% bonus only gives you a couple more engines.
changing miniaturization in RaceConfig.xml does nothing which is odd to me I was able to modify numbers of other ability bonuses sucessfully, but not able to add a totally new bonus in. |
You need to change the number in
AvailableOptions>1
to the new number of options
Sorry, was completely knocked out in a fever *grins*. I only did a few runs, but these are the numbers:
Bonus - Medium ship size - Engine size - Nr of engines.
No bonus - 38 - 6 - 6,3
100% - 76 - 8 - 9,5
500% - 228 - 16 - 14,3
1000% - 418 - 25 - 16,7
5000% - 1938 - 101 - 19,2
10000% - 3838 - 196 - 19,6
So it seems that efficiency wears off around 3 times the available space.
CustomizationPoints>10
where I change the 10 into a different number, but it doesn't seem to have an impact at all.
Sorry, was completely knocked out in a fever *grins*. I only did a few runs, but these are the numbers: Bonus - Medium ship size - Engine size - Nr of engines. No bonus - 38 - 6 - 6,3 100% - 76 - 8 - 9,5 500% - 228 - 16 - 14,3 1000% - 418 - 25 - 16,7 5000% - 1938 - 101 - 19,2 10000% - 3838 - 196 - 19,6 So it seems that efficiency wears off around 3 times the available space. |
(Quote by Umhal)
I find it suggestive that engine size = 0.019*MiniaturizationBonus + 6, where 6 is the original size. Now, where 0.019 came from, I dunno ... *unless* it is simply Ship_Size/2000? If this is the, case, it appears that the limit on huge miniaturization bonuses is to prevent more than 20 of any item from appearing on a ship. This is prolly linked to the # of hardpoints in the standard hulls. If you could try this using a smaller component (sensors?), you might see a different scale-up.
I suspect that the actual size of a module = {size} + {sizemod}% of hullspace. However, I haven't checked it too carefully, so the formula is probably off...
I've already added it and it doesn't show up in-game.
| need to change something in another xml file. |
I found a way to get it to work due to this post here: https://forums.galciv2.com/?ForumID=162&AID=108847
In English.str search [TABLEALIAS AbilityOptions] and add your entry there using the others as a template.
Logistics could probably be added also.
But hey good luck.
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