I've concluded this must be a bug, as when I went through the entries for each planet, they all had a min/max set to allow for random values. Hopefully this will get fixed, in the meantime I've got most of the planet entities copied and their resource values changed to simulate the intended min/max random values prior to 1.03.
Craftychicken
Well, glad to see I'm not crazy. Too bad about the change, but maybe next patch we'll get a fix. Anyway, what I've done in copied all terrestrial planet entity files and change the resources for each one individually, adding these 'new' planets to the galaxyDef. Thus there 5 of each Terran/Desert/Volcano/Forest/Ocean/Rock/Ice planet with different resources, effectively randomizing planet resources in each map.
Here's a test I tried with the regular desert planet. No matter what I did, I could only affect what every desert planet starts with, rather than each desert individually, in a random map of 1 star with 20 desert planets. Inside PlanetDesert.entity I changed the [I]totalMaxResourceAsteroids[/I] and the [min/max]Count for both metal and crystal resource Setup. Buy upping [I]totalMaxResourceAsteroids[/I] to 6 and setting the minCounts to 0 and maxCounts to 6, the game gave me 20 desert
That is very interesting. I've been testing with every planet, both vanilla and in 'Sins Plus.' Not sure whats going on then, I'll check it out some more.
First post, so let me just say this game is fantastic. Way to go! Ok, now for my question. I've been playing around a bit with the various entity files and 'Sins-Plus' mod, great job by the way. What I've done is added some new Galaxy Defs, and corresponding String entires, to have more control over random planet creation. For example, I've got an entry that reads "Mostly Terran," which creates 50% Terran, 10% Desert, 10% Ocean, 10% Forest exec, 10% Rock, 10% deser