Where can I find the "requires x number of research stations" as a prerequisite

I can find where to change the number of times you can research a subject, the cost, the per level cost and the prereq's for the previous version.  for example you have to have all level of level 1 metal extraction increase to start on the second level. but I cannot find where the IDS file references the number of stations required....any help

For example I am increasing the number and cost of the last level of command points...it says I need 8 of any station, I can pile that on 2 planets, to make it more challenging I want to say make it 8 of each kind or 16 of any which will take some time to get. 

Thanks

Ken

9,221 views 13 replies
Reply #1 Top
I don't think 8 of each kind is doable. 16 of one should be. The correct line for # of labs is the Tier level of the RESEARCHSUBJECT entity (not at home, so don't remember the exact syntax). However, I believe gameplay.constants also defines tier numbers to number of labs, so you'd have to go and add tiers up to 16.

Reply #2 Top
I don't think 8 of each kind is doable. 16 of one should be. The correct line for # of labs is the Tier level of the RESEARCHSUBJECT entity (not at home, so don't remember the exact syntax). However, I believe gameplay.constants also defines tier numbers to number of labs, so you'd have to go and add tiers up to 16.
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Awesome I remember that line thats the ticket thanks for the help

Ken
Reply #3 Top
I don't think 8 of each kind is doable. 16 of one should be. The correct line for # of labs is the Tier level of the RESEARCHSUBJECT entity (not at home, so don't remember the exact syntax). However, I believe gameplay.constants also defines tier numbers to number of labs, so you'd have to go and add tiers up to 16.Awesome I remember that line thats the ticket thanks for the helpKen
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Humm well it changed it all right, I changed it from 7 to 16 and loaded the game it said i needed 6555478 of any research station...lol

any other ideas?
Reply #4 Top
Did you go into gameplay.constants and update the tier progression?
Reply #5 Top
Did you go into gameplay.constants and update the tier progression?
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Just like below now when i enter 20 it says i need 0

tierLabCount-0 1
tierLabCount-1 2
tierLabCount-2 3
tierLabCount-3 4
tierLabCount-4 5
tierLabCount-5 6
tierLabCount-6 7
tierLabCount-7 8
tierLabCount-8 9
tierLabCount-9 10
tierLabCount-10 11
tierLabCount-11 12
tierLabCount-12 13
tierLabCount-13 14
tierLabCount-14 15
tierLabCount-15 16
tierLabCount-16 17
tierLabCount-17 18
tierLabCount-18 19
tierLabCount-19 20
Reply #6 Top
I'll try it out quickly when I get home, see what I get. Until then, I don't know :P
Reply #7 Top
Ok even if it dont work out, thank you for the response. Heck I got the tech orbital cannon to not only hit planet/population but also every ship and module in the gravity well. this shouldnt be harder than that was. :P
Reply #8 Top
I may be wrong here, but I was under the impression that you always have 8 levels, but the number of research structures you need to get to each level can change. So, level 1 could need 4 labs to get to, then level 2 might need 10 labs, etc, etc...

I say this, because I have seen it done this way, and there are only 8 columns on the research screens.
Reply #9 Top
That's possible also. The research screen layout should be independent from the values driving the research itself, as far as 8 columns goes, but yeah it's definitely possible that it's limited in that way.
Reply #10 Top
Tiers are set at 8 as far as I can tell.

You can change the number of labs required to research a tier via tierLabCount-x as shown above.

Using the "Tier X" statement, you can change the tier of a specific research subject, which uses the tierlabcount to determine how many labs are required.

You could set all fleet research to tier 8 for example, meaning nobody does fleet research early.

You could also force multiple iterations of each level, or high prices, as other methods to slow it down.

I found that ANYTHING you do to slow down fleet or capitols dramatically will have a very adverse effect on the AI.

I really wanted to delay capitols until after cruisers but ended up giving up on it, everything that denied the AI a quick capitol made it braindead. I got the best results with simply making build time on capitol factories and capitol ships to be extremely long, but even this retarded AI development too much.
Reply #11 Top
Tiers are set at 8 as far as I can tell.You can change the number of labs required to research a tier via tierLabCount-x as shown above.Using the "Tier X" statement, you can change the tier of a specific research subject, which uses the tierlabcount to determine how many labs are required.You could set all fleet research to tier 8 for example, meaning nobody does fleet research early.You could also force multiple iterations of each level, or high prices, as other methods to slow it down.I found that ANYTHING you do to slow down fleet or capitols dramatically will have a very adverse effect on the AI. I really wanted to delay capitols until after cruisers but ended up giving up on it, everything that denied the AI a quick capitol made it braindead. I got the best results with simply making build time on capitol factories and capitol ships to be extremely long, but even this retarded AI development too much.
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My mod is only on TEC, When i set up a game I am the only race I set to TEC so any adjustments affect me only not the AI.

I actually set the AI to hard or unfair to play a game...I will be releasing it soon just want to test the two huge maps I made to go with it 150+ planets 6 galaxies 1v6 or the 3 galaxy 120 planet 1v3 some more before i do.
Reply #12 Top
If I modify the gameplay.constants file that will affect, all players in the game including the AI which is something I am trying to avoid. Unless I manually went in to all the other races and say made it very cheap and fast to build/access all ships/modules/research.
Reply #13 Top
Yeah, modifying gameplay.constants makes universal changes, so it will affect all races/AIs