star spread modding?

in the last dev stream paul said he found an incorrect xml tag just prior to the launch of beta that was causing stars to be spread further then intended does anyone know where to find that value i cant find it on my own it looks like it might be the galaxydefs. 

<StarDistributionExp>0.50</StarDistributionExp>

but i dont quite feel that thats right

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Reply #1 Top

In the GalCiv3MapDefs.xml file:

<ReduceStarSystemBoundarySize>0</ReduceStarSystemBoundarySize>

Do NOT put a value above 9 here.

  • At 6 and higher, planetary systems will overlap;
  • At 9, stars might end up in adjacent tiles;
  • At 10, sometimes multiple stars are created on the same tile, resulting in a crash.

A value of 3 gives some nice results.

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Reply #2 Top

thank you thecw

Reply #3 Top

you were right on about 3 it provided some good spacing i was even able to bump up the star frequency and still keep a better clustering then i was getting before

Reply #4 Top

I actually kinda the wide spacing, but agree that 2-3 is better with the star frequency bumped up a notch for huge galaxy, tight clusters, common stars makes a nice clustering witstars in the clusters about 6ish hexes apart from each other & individual clusters seem to be anywhere from 3-5 to more common 15-20ih hexes apart from each other  I think it will give a more interesting flavor to borders than just oh it's $GonnaStartWars on that border" but borders can still sometimes be close enough to make sharing those borders not so safe.  seeing the map is making me consider diving into the xml's and lowering engine speeds for a test run

Reply #5 Top

i dont mind engine speeds but in i believe mapsizedefs ( could be wrong since im at work) there is a series of lines for combatmods which atm serve only to increase ship range for larger maps which i removed i might play around with making that smaller

Reply #6 Top

Quoting androshalforc, reply 5

i dont mind engine speeds but in i believe mapsizedefs ( could be wrong since im at work) there is a series of lines for combatmods which atm serve only to increase ship range for larger maps which i removed i might play around with making that smaller

Very nice, I changed the globalcombatmods section for huge to this:

<GlobalCombatMods>
<EffectType>ShipRange</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.20</Value>
<EffectType>SensorRange</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>1.5</Value>
<EffectType>MovesCap</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.5</Value>
</GlobalCombatMods>

but it seems like Shiprange is the only allowed option :(.  Cutting the value in half for shiprange alone from 0.4 to 0.2 affects how far you can move from planets & things (from ~36>~26 hexes for terran scout from start on huge), but I'm not sure what exactly it's doing & went with editing shipcomponentdefs.xml to give half strength engines/life support & 150% sensor strength. oddly enough, the initial terran scout ship has 3/3 moves & 26 hex range from start.  sensoors, Engines, & life support in the designer definitely seem to reflect the changes though

Reply #7 Top

This works!  I have modded my first mod! 

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