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Beta 2 , modding planet logistics

I want my uber planet with everthing at it !

By on June 21, 2007 11:54:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

lordkosc

Join Date 12/2006
+5
Well i changed this little piece of code for the capital planet, and with only 10 minutes into the game it already seemed better, a little faster paced, and I wasn't searching for planets to expand to as fast as before...

In the PlanetTerranHome.entity file I changed this to increase the capital logistics numbers:

path:CivilianModules
stageCount 3

I changed the maxModuleSlotCount:Civilian 2,3, and 4 to 4,8, and 12.


I didn't change upgrade prices or anything , I just wanted to see how the game felt with less stress trying to find space to build the buildings you need. so the planet automatically starts out at level 1 with 8 spots, and can be bumped up to level 2 with 12...

I think I am going to changed it to 3,6,9 and see if its a little more balanced.

As it stands the changes I made allow you to build more structures at the home planet, if you want to you can now build all 8 research facilities at the home planet , and still have room for a trade dock, a capital ship yard, and 1 broadcast center! A little overkill, but I was testing

The files you will need to play with are :

PlanetTerran.entity
PlanetTerranHome.entity
PlanetVolcanic.entity
PlanetIce.entity
PlanetDesert.entity
PlanetDeadAsteroid.entity
PlanetAsteroid.entity

Schem mentioned doubling the number , so that is my next task, and I'll see how it turns out tomorrow...

The defenses seem about right, its just the logistics that I feel need a bump. Hope this helps some of you







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June 22, 2007 12:45:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
again i am not able to open any of the files for sins
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June 22, 2007 12:51:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
hmm when you see the file you want to open, just drag and drop it into notepad , it will display the contents for you, and then you can edit it
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June 22, 2007 12:52:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
ok thanks
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June 25, 2007 8:34:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Thanks for the all the info lordkosc ill give this a try. I agree that tactical slots seem pretty balanced so there is no need to modify those. While the limited logistics did help prevent AI broadcast center spam, Many are in agreement that it is too restrictive for the player.

Just right click the files, and use the "open with" dialog, and chose notepad. Make sure you uncheck always open with this program before you open it.
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June 25, 2007 4:37:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I'm in agreement with the need for the home planet to have more slots. This is supposed to be the crown jewel of your empire. Since an entire empire is built around supporting the homeworld, this shouldn't be any different. Where's the fanfair as I re-enter the system? Where's my honor guard? I don't even get a fricken red carpet. C'mon!

Whew, ok. I said it, I'm better now. Back to the subject at hand. Like I said, I agree that the homeworld needs the ability to have more slots. Maybe in the form of more levels as opposed to more per lvl would solve this to bring up added cost to logistics and time to implement. I'll have to play with this a bit to see if I can find some sort of a balance between these two sides. Any other thoughts?
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June 25, 2007 5:01:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I do agree that cap planets need a increase, however the only issue I can think of is if you reassign another planet as a cap planet, I assume the original planet would still have the log increase intact? if that is the case then people may cheat to increase the log cap, unless there is some check script to make sure you have already set the max amount for one planet and you won't get the chance to increase the new planet in the same way
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June 25, 2007 5:16:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
i would prefere not to over crowd my hwplanet.

1reason is that you will atract more incoming enemy offensive thus having to send fleets that would be covering a few patches of your resource fields or defending a soon to be primary hwplanet. any chance of a defenseless apportunity would be dier for a quick planetary hedgemon.

not the least tho, it would be cool to put about 1/3rd more space than it currently has. so it won't be too much but not too few for your hw limit on logistic structures.

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June 25, 2007 6:44:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
The problem with too many slots is the game looses it decision making strategy.

With limited slots your forced into thinking which planets will benefit from trade , which will benefit from broadcasts , which need shipyards but more importantly what doest need something , what doesnt need that thing. With more slots...meh just build everything- no decision making , game is decided by click per second ala generic crap RTS.

Making too many things creates the "supreme commander effect" ..spam spam spam..no strategy cos you have everything countered and every unit built all over the place.

this is obviously the extreme. I do have a gut feeling that slots could be increased. the problem of being cornered in a galaxy meaning you have no more slots to really flourish is a big problem in Sins , but could be solved in other ways.
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June 25, 2007 6:59:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
thats the beuty of it. many different ways to play soase.

it all depends. say that i hold 4planet's, depending on their locations and planet characteristics. 2forward planet would be purely for defensive/offensive logistic capabilities while my hw balances on r&d/defense plats and about maybe 4sy. then the left over planet players can use for fleet building solely protecting resource routes or multirole counterbalance tactical purposes.
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June 25, 2007 10:10:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
i doubled the slots and it seems to be just right

i am able to put in one frigate dock, one cap ship dock, one trade port, and two refineriers.

as for research i put those around the lowly astroids. and in the other capital planets i drop the docks and put in a third refinerier

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June 26, 2007 1:09:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I'm not against unit limits. I am against a ridiculously low unit limits. The logistics limits at this point seem to be ridiculously low to me IMO. I know all about the SupCom spammage (or as someone affectionately called the game "Shift-Clicking Progress Bars"). I dont think that that kind of spam you are talking about will happen here if we up the logistics limit slightly, or give a dead roid 1 point in logistics (enough for a research or broadcast). Only thing i can suggest is try it and see for yourself. If you dont like it then revert it back to the way it was.

Capitol planets should be "overcrowded". It is the heart of your empire. Schem brought up an interesting idea called "Last Stand". Where the 1st 3 planets you colonize would have almost double the limits. Making the end game interesting because you would have to fight like hell to take the enemys last 3 worlds. Not sure how it can be implemented. I think buffing up your capitol should make a nice final assault fortress.

I buffed capitol logistics from 2-3-4 to 2-4-6. Gave the dead worlds 1 point, and left the rest as they were. I also buffed capitol worlds tactical slots up to test schems "last stand" theory.
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June 26, 2007 7:36:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
could be a good idea ... make the enemy earn its final victory...
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June 26, 2007 8:51:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I think the 3/6/9 approach will prove to be the best option all around when all is said and done. I also like the logistics bump at face value as it just seems good.

On the topic of the "last stand" I think three planets would be a little to much. Maybe one or even two for AI players (if possible) but more then that and I think the game play dynamics will suffer greatly if one is in a game will more then two players.
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June 29, 2007 7:53:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I agree with that. There is no real way to determine which 3 worlds will get a buff without breaking into the game code itself. Since the planets are randomly generated. The capitol world is the only one you can be sure gets the buff.

I stayed with the 2-4-6 for the capitol, but i added yet another stage with 8. Made the cost 1800 credits, 500 metal, and 250 crystal (probably too low, but this was a test). I added 10 more to the tactical, but i am considering making another very expensive stage as well. I went with 8 total logistics slots because most maps generated will have an asteroid world thats "behind the lines" of your capitol. With only 1 phase lane connecting to it. It is usually the 1st planet you take in the game. That world can provide the 2 remaining slots for a total of 10 logistics combined.

Basically i want the final assaults to be something like the battle for berlin, or a siege of a great medieval castle. With enemy fleets that make you say "Oh Shit" when they show up, but they pay a very heavy price to take your homeworld. Or as someone else said "millions died for this lousy piece of rock". Final assault battles should be epic, and very VERY costly for both sides.
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June 29, 2007 11:50:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hehehe. Something very video worthy too. I also see the tactics of having the reserve defence fleet staging just at the edge of that first roid you take. Then sweeping in if it starts to look that the attacker will get the upper hand. That would make for some really great FMVs.
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June 30, 2007 11:18:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hehehe. Something very video worthy too. I also see the tactics of having the reserve defence fleet staging just at the edge of that first roid you take. Then sweeping in if it starts to look that the attacker will get the upper hand. That would make for some really great FMVs.


indeed it would....
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July 2, 2007 7:55:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
There is one problem with giving your capital extra logistical slots. Once you build the max allowed number of structures, you can then just switch your capital to another planet. The extra structures you built will still remain, even after the ex-capital world returns to a normal level of logistical points. This encourages lameness.

It might be more reasonable for us to instead increase the total fleet support generated by the capital world.
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July 2, 2007 7:59:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
If you look at the code, its not the Capital you are giving extra logistics to, but rather your starting planet.

If you move the capital from the starting planet the logistics don't change.
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July 2, 2007 11:56:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Ooops, then disregard my previous.
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March 13, 2012 12:40:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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March 13, 2012 12:49:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

asshole, this is probably the grandest necro of the forums.  LOL

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March 13, 2012 1:11:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Admittedly though, it was pretty damn clever, picking a thread with "Beta 2" in it....

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March 13, 2012 3:14:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Trollolololol

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March 13, 2012 3:35:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

...

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March 13, 2012 6:49:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Major Stress,
Schem brought up an interesting idea called "Last Stand". Where the 1st 3 planets you colonize would have almost double the limits. Making the end game interesting because you would have to fight like hell to take the enemys last 3 worlds. Not sure how it can be implemented. I think buffing up your capitol should make a nice final assault fortress.

I realize this is a necro, but if you're still wondering about this Stress, I think I know of a way to get this working. Modding TerranHome is easy, because well, that thing is it's own planet entity. For the Asteroid and Random Ice/Volcanic you spawn near (in Randoms), this can be achieved by making entity duplicates of those and increasing their stats accordingly. This won't be 100% effective, as you don't always spawn connected to those two planets, but it's the closest I think is possible.

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