Nerfing that sick trade ports

Hello guyz, im atm making a mod that rebalances / fixes performance in alot ways, tho i ran into a big problem...

trying to balance overpowered trade ports, and cant find good way to do so... already tried to limit amount of ships per port / refinery, altho that doesnt affect it as i wish...

 

problem is that many players SPAMS trade ports resulting in economy crash... no matter how are cargo ships limited

btw before anyone tries to xplain, i know how trade prots works

what im trying to make : im trying to find a way how to anyhow LIMIT AMOUNT of trade ports in single gravity well (for example 1-2 per planet)

OR

to find a way how to make trade ports have diminishing effect...

for example first port on gravity well 1.0 inc, second only 0.5 inc (2 ports in same well 1.5 inc, 3 ports 1.75 inc etc)

ANY HELP on this greatly appreciated

i searched whole forum, googled whole night, cant find a solution, so im trying typing here :/

Also if creator of maelstrom mod will allow me so, ill release my mod later as it increases performance in MAJOR WAY, making 100+ planets maps containing 10 players fully playable on multiplayer :)

again THANX for any help

2,435 views 6 replies
Reply #1 Top

to find a way how to make trade ports have diminishing effect...
End of quote

Already done for you mate. ;)

 

I dealt with this problem in my Enhanced 4X mod by causing each trade port you construct to give a negative trade income penalty to all trade at the current planet. That means for each trade port you build at a planet, each individual trade port produces less credits. Just building one or two trade ports per planet is not very noticeable, but build nothing but trade ports on high logistics planets and it will start to be felt.

Reply #2 Top

Quoting GoaFan77, reply 1


to find a way how to make trade ports have diminishing effect...

Already done for you mate.

 

I dealt with this problem in my Enhanced 4X mod by causing each trade port you construct to give a negative trade income penalty to all trade at the current planet. That means for each trade port you build at a planet, each individual trade port produces less credits. Just building one or two trade ports per planet is not very noticeable, but build nothing but trade ports on high logistics planets and it will start to be felt.
End of GoaFan77's quote

 

Oh thanx for pointing me on, downloaded ur mod and trying to find out how its done, maybe you could point me into certain files or hint me up a little? checking entity files now, seems u made buff for it am i right? if possible could you hit me more what files are affected by this, so im able to integrate in my mod? ofc only if u allow me to do so :D, atm found in your mod alot of files that could be causing it and im still a little noob with modin this game :) anyway thanx for ur help again :)

 

EDIT : ok i found ur files ,buffs abilities etc, i copied them to my mod folder, changed manifest file so it contains them now, added strings to my mod, but still when i build the port game mini dumps :/

Reply #3 Top

So srsly cant solve it up, moved in the two abilities, moved in 5 buffs, added ability to my tradeports, fixed manifest.entity and added strings (seems icon used is def one not a new...), anayway still game crashes when i build tradeport QQ help please! xD

 

oh yea and i for sure increased the count in the files...

Reply #4 Top

OK im just an idiot, all fixed, all works, thanx alot :) btw how does this works with refinerys with Advent... i mean their trade port swap?

 

EDIT : Found even this, greatly solved ! thanx again for ur answer, everything works as it should now :)

Reply #5 Top

Quoting Nosgoroth, reply 2
Oh thanx for pointing me on, downloaded ur mod and trying to find out how its done, maybe you could point me into certain files or hint me up a little? checking entity files now, seems u made buff for it am i right? if possible could you hit me more what files are affected by this, so im able to integrate in my mod? ofc only if u allow me to do so , atm found in your mod alot of files that could be causing it and im still a little noob with modin this game anyway thanx for ur help again

 

EDIT : ok i found ur files ,buffs abilities etc, i copied them to my mod folder, changed manifest file so it contains them now, added strings to my mod, but still when i build the port game mini dumps :/
End of Nosgoroth's quote

Well, I was hoping you'd just play my mod, that take it apart, but I guess a download is a download.  x_x :P

Reply #6 Top

Quoting GoaFan77, reply 5


Quoting Nosgoroth, reply 2Oh thanx for pointing me on, downloaded ur mod and trying to find out how its done, maybe you could point me into certain files or hint me up a little? checking entity files now, seems u made buff for it am i right? if possible could you hit me more what files are affected by this, so im able to integrate in my mod? ofc only if u allow me to do so , atm found in your mod alot of files that could be causing it and im still a little noob with modin this game anyway thanx for ur help again

 

EDIT : ok i found ur files ,buffs abilities etc, i copied them to my mod folder, changed manifest file so it contains them now, added strings to my mod, but still when i build the port game mini dumps :/

Well, I was hoping you'd just play my mod, that take it apart, but I guess a download is a download. 
End of GoaFan77's quote

 

dont worry ill surely play ur mod also, sins is awesome game to dont be explored from all points of view :D but also im glad i could use this to fix other mods to be playable as coop, as me and my friends love to play coop games vs ai :D anyway thanx alot for ur help :)