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_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


to do

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>