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(_readme_RegMOD.txt)
(_readme_RegMOD.txt)
Zeile 41: Zeile 41:
 
* private int _maxActiveAgentsPerEmpire = 16;  (instead of 8)
 
* private int _maxActiveAgentsPerEmpire = 16;  (instead of 8)
 
* made construction ships cheap for building minefields and anything else
 
* made construction ships cheap for building minefields and anything else
 +
 +
 +
== Buildings ==
 +
 +
=== NO_ENERGY_MANAGEMENT_NEEDED ===
 +
 +
      <Building Key="NO_ENERGY_MANAGEMENT_NEEDED">
 +
      <TechRequirements>
 +
        <Construction>1</Construction>
 +
      </TechRequirements>
 +
      <BuildCost>20</BuildCost>
 +
      <IsUniversallyAvailable>true</IsUniversallyAvailable>
 +
      <EnergyCost>0</EnergyCost>
 +
      <Restrictions>
 +
        <Restriction>OnePerSystem</Restriction>
 +
      </Restrictions>
 +
        <BuildCondition>
 +
        <![CDATA[$source.NetIndustry < 200]]>
 +
      </BuildCondition>
 +
      <Bonuses>
 +
        <Bonus Type="Energy" Amount="1000" />
 +
      </Bonuses>
 +
    </Building>
 +
 +
=== REHABILITATION_PROGRAM ===
 +
 +
    <Building Key="REHABILITATION_PROGRAM">
 +
      <TechRequirements>
 +
        <Construction>1</Construction>
 +
      </TechRequirements>
 +
      <BuildCost>20</BuildCost>
 +
      <IsUniversallyAvailable>true</IsUniversallyAvailable>
 +
      <EnergyCost>0</EnergyCost>
 +
      <Restrictions>
 +
        <Restriction>OnePerSystem</Restriction>
 +
      </Restrictions>
 +
        <BuildCondition>
 +
        <![CDATA[$source.NetIndustry < 200]]>
 +
      </BuildCondition>
 +
      <Bonuses>
 +
        <Bonus Type="PercentIndustry" Amount="500" />
 +
        <Bonus Type="Morale" Amount="-3" />
 +
      </Bonuses>
 +
    </Building>
 +
 +
=== MOON_HABITATION ===
 +
 +
*Tech 3 instead of 6
 +
*<BuildCost>500 instead of 1500
 +
    <Building Key="MOON_HABITATION">
 +
      <TechRequirements>
 +
        <BioTech>3</BioTech>
 +
      </TechRequirements>
 +
      <BuildCost>500</BuildCost>
 +
      <IsUniversallyAvailable>true</IsUniversallyAvailable>
 +
      <EnergyCost>0</EnergyCost>
 +
      <Restrictions>
 +
        <Restriction>OnePerSystem</Restriction>
 +
        <Restriction>Moons</Restriction>
 +
      </Restrictions>
 +
      <Bonuses>
 +
        <Bonus Type="MaxPopulationPerMoonSize" Amount="5" />
 +
      </Bonuses>
 +
    </Building>

Version vom 13. Juli 2014, 16:16 Uhr

_readme_RegMOD.txt

reginald 2014-05-11 (I hope it runs - please make a separate folder for this)

  • activated Overlord's Code for colony ships -> for all ships => don't wonder when Pre-Turn lasts long (not always)

=> for this only run TINY galaxy, or small

  • give credit gifts to minors (old calculation + 50 points regard each gift)
  • at DiplomacyTables.txt reduced values so minors do accept offers earlier
  • before doing membership with minor destroyed minor's ship -> if you don't a combat occurs without progres/crash
  • at UniverseTables.txt made more dense for minors
  • made more dense for systems (hardcoded)

SystemAssault: maxRound = 2 (instead of 5)

  • --- one Bombard and one Land troops
  • --- attacking orbital batteries max be done one turn before without partipant transport ships :-)
  • --- with maxRound = 2 it isn't so easy as before to conquer system in such a quick way...it's harder and taking more time !!
  • generating map: no more assign to quadrants, even in SP


2014-05-29:

  • End Turn now TAB
  • Agents activated to test Agents.xaml
  • Colonies-Overview: added one row: morale as number + NetFood
  • set some Rendering to LowQuality to reduce CPU usage, further CPU-slow down: do NOT use screen with something rotation
  • added structure: REHABILITIAN PROGRAMM +500% Industry but morale minus 3 (to (re-)build systems quickly, e.g. after bombardment)
  • changed ResearchMatrix (decreased from max. 100,000 to 65,000)
  • MinVisibleStarNameFontSize = 6.0;
  • at EMPIRE INFO replaced morale text by morale value


2014-06-01:

  • deactivated sun+planets at colony screen (F5)
  • deactivated energy management (availalbe by building)

2014-07-14:

  • private int _minTurnsBetweenAgentRecruitment = 1; (instead of 5)
  • private int _maxActiveAgentsPerEmpire = 16; (instead of 8)
  • made construction ships cheap for building minefields and anything else


Buildings

NO_ENERGY_MANAGEMENT_NEEDED

     <Building Key="NO_ENERGY_MANAGEMENT_NEEDED">
     <TechRequirements>
       <Construction>1</Construction>
     </TechRequirements>
     <BuildCost>20</BuildCost>
     <IsUniversallyAvailable>true</IsUniversallyAvailable>
     <EnergyCost>0</EnergyCost>
     <Restrictions>
       <Restriction>OnePerSystem</Restriction>
     </Restrictions>
       <BuildCondition>
       <![CDATA[$source.NetIndustry < 200]]>
     </BuildCondition>
     <Bonuses>
       <Bonus Type="Energy" Amount="1000" />
     </Bonuses>
   </Building>

REHABILITATION_PROGRAM

   <Building Key="REHABILITATION_PROGRAM">
     <TechRequirements>
       <Construction>1</Construction>
     </TechRequirements>
     <BuildCost>20</BuildCost>
     <IsUniversallyAvailable>true</IsUniversallyAvailable>
     <EnergyCost>0</EnergyCost>
     <Restrictions>
       <Restriction>OnePerSystem</Restriction>
     </Restrictions>
       <BuildCondition>
       <![CDATA[$source.NetIndustry < 200]]>
     </BuildCondition>
     <Bonuses>
       <Bonus Type="PercentIndustry" Amount="500" />
       <Bonus Type="Morale" Amount="-3" />
     </Bonuses>
   </Building>

MOON_HABITATION

  • Tech 3 instead of 6
  • <BuildCost>500 instead of 1500
   <Building Key="MOON_HABITATION">
     <TechRequirements>
       <BioTech>3</BioTech>
     </TechRequirements>
     <BuildCost>500</BuildCost>
     <IsUniversallyAvailable>true</IsUniversallyAvailable>
     <EnergyCost>0</EnergyCost>
     <Restrictions>
       <Restriction>OnePerSystem</Restriction>
       <Restriction>Moons</Restriction>
     </Restrictions>
     <Bonuses>
       <Bonus Type="MaxPopulationPerMoonSize" Amount="5" />
     </Bonuses>
   </Building>