RegMOD
Aus Reg's Wiki
Inhaltsverzeichnis
_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
- deactivate automatically scrolling http://star-trek-supremacy.proboards.com/post/3303/thread (post/3303)
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>