Advice on Balance

A change to the broadcast tower entities

I've been playing a variant solo where I have "minor planets"--logistics slots are reduced and the play revolves more on a main pre-positioned fleet given at the start of the game.  It's important in this scenario that "too much/too fast" doesn't happen.

So along these lines I wanted to add a "minor broadcast tower" for phase/psi/tech. Minor planets offer less than four logisitc slots to prevent fleet facilities and research and the like from being spread all over early in the game.  No problem, in the approach.  I  edited the regular broadcast towers first to make sure it worked fine, then created the minor towers.

Got them created entity, manifest, etc. and no minidumps or crashes.  The problem is, how do I get a newly created item shown in the planetary production queue?

I didn't create new models, textures or meshes for the minor towers--just used the race-relevant ones for normal broadcast towers--its the pre-set number of item slots that I am not sure how to work around.

What's the fix here anyone?

As a temp fix and alternate method, what effect do you feel it would have on the game to just replace the broadcast towers with "quarter size" towers? (this is what my minor broadcast towers are). These would lightly armored, inexpensive and broadcast at a quarter the normal spread rate--but only require one logistics slot. Normal research to build.   So in effect, four minor towers broadcast at the same rate as one normal tower in the current game.

Anyone see any drawbacks to this approach?

My other option is to create an emo mod but I am just to depressed to try.

14,746 views 11 replies
Reply #1 Top

Player file, under planet module info right near the top.

My other option is to create an emo mod but I am just to depressed to try.
X|

 

:fox:

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Reply #2 Top

Wow--that's incredibly easy...which makes me paranoid.  Nothing in this is simply "easy"...I know it's a trap!

So I see on the desert world for example "Page 0" (Logistics) has nine items and "Page 1" (Tactical) has seven items.

What's the maximum the game can show?  Do any new graphics for the interface have to be made to accommodate the changed numbers?

If I can't get reassurances here I'll go make a Goth mod...but space is already black and I don't care.

Reply #3 Top

The maximum number of log structures the game can show is 9, which is already maxed out by the game (mines/factories/research/trade/refinery/broadcast). Also, if you are going to limit a planet's logistics, do bear in mind that +4 logistics slot tech.

Reply #4 Top

Yep--that's why I had to create a one logistic cost item.

So it's looking like unless I make the logistic structure tactical (there's a new headache for me), I'll have to lose a current planetary item. That brings me back to making the broadcast tower a quarter size.

So I am wondering what impact people think having a broadcast tower available that has one quarter the effect and cost  of a normal broadcast tower would be?  Basically, four towers equals one current broadcast tower but a single tower could be run with a quarter of the effect.

Personally I don't think it will change much but I am interested in any opinions out there.

 

 

Reply #5 Top

Each Center will be more vulnerable individually and the AI will, as a whole, have weaker culture. The AI will still make 1 tower even after this change due to how the AI perceives logistical structures.

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Reply #6 Top

Ahhh...good point.  Hmmmm.  Me must ponder some.

Reply #7 Top

Well, I decided to play test the concept of quarter-effect culture centers and thus reduced the size, cost and effects by one-quarter...only in the game they still take 4 logistics slots and not the one I put in the entity file.  I looked elsewhere for a cause (gameplay constants, the string files and manifests) and don't see any other pointers to make that happen.

Are "civilian structures" hard-coded to have to be 4 logistics slots each or is there some way around this?

Reply #8 Top

They shouldn't be. I know the early versions of DS had them set at 2 for Advent and 6 for TEC.

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Reply #9 Top

Thanks.  Is there a chance that it's reading files from Sins or Entrenchment instead of the Diplomacy folder?  I have not changed the others.  Everything else I have changed has worked fine so far it's just the culture centers.

Reply #10 Top

Mod files overwrite any and all other files as far as I know. Never had an issue with it.

Reply #11 Top

I'm cleaning it all out and reinstalling and will see what happens after.

Answer: Corrupted files left from a failed previous mod demount.  Works now.