Author Topic: Would anyone be able and willing to take on a mod-enabling project (EXE editing)  (Read 77894 times)

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Offline Yitzi

Figured as much, at least regarding 1 and 3. I know you can get around it by skilfully manipulating the tech tree so that the two techs in question enable a third that also seems like an adequate predicate, and then screwing around elsewhere to fix imbalances introduced by having jumbled the tech tree. Or, alternatively, by opening potentially new paradigms (Sea Formers→DocFlex; Formers→None; most basic terraforming options→Ecology), but neither is usually feasible without a lot of forethought, and even then there’s no guarantees.

Actually, for something like Sea Formers, there is a work-around: If you set the prerequisite of a pre-made unit to Disable (or just haven't learned its tech yet), I think you can still build it if you have all the necessary techs to custom design it.  Although that asterisk before the name might be necessary, I'm not sure.

Quote
As for 2, IIRC, pre-designed units with components you technically lack can be built (which is a good thing) but building them counts as prototyping all components thereof… even the ones you lack. e.g., Stock probe teams use the speeder chassis so building them counts as prototyping the speeder chassis, but not only without the tech required, but also without having to pay the premium associated with prototyping. At least, that’s been my experience. I’m not sure if that was what one of the forum veterans was talking about, or if his was another unrelated issue regarding prototyping and stock units. I’ll try to hunt down the thread later.

I'm not sure that would be considered a bug, since you are in fact building something with those components.

Offline xoid

Actually, for something like Sea Formers, there is a work-around: If you set the prerequisite of a pre-made unit to Disable (or just haven't learned its tech yet), I think you can still build it if you have all the necessary techs to custom design it.  Although that asterisk before the name might be necessary, I'm not sure.

I swear that I tried that and it didn’t work. I’ll hazard a guess and say that I probably screwed something up somewhere, or maybe I was editing the wrong alpha(x).txt again. (Note to self: stop modding at four in the morning.)

I'm not sure that would be considered a bug, since you are in fact building something with those components.

The successful prototyping of a component you don’t have is not so much a bug as it is one of the flaws in the workaround Firaxis fell afoul of when ‘giving’ the probe team 2 movement. TBH, they really should’ve just added a flag or value to give an extra movement point instead of the kludge of re‐purposing the speeder. The lack of the additional cost to prototype that component though?

Offline Yitzi

Actually, for something like Sea Formers, there is a work-around: If you set the prerequisite of a pre-made unit to Disable (or just haven't learned its tech yet), I think you can still build it if you have all the necessary techs to custom design it.  Although that asterisk before the name might be necessary, I'm not sure.

I swear that I tried that and it didn’t work. I’ll hazard a guess and say that I probably screwed something up somewhere, or maybe I was editing the wrong alpha(x).txt again. (Note to self: stop modding at four in the morning.)

I'm not sure that would be considered a bug, since you are in fact building something with those components.

The successful prototyping of a component you don’t have is not so much a bug as it is one of the flaws in the workaround Firaxis fell afoul of when ‘giving’ the probe team 2 movement. TBH, they really should’ve just added a flag or value to give an extra movement point instead of the kludge of re‐purposing the speeder. The lack of the additional cost to prototype that component though?

Is there such a lack of additional cost?  If you prototyped the probe team module already (with an infantry or foil chassis) and then want to build the predesigned version, isn't that going to still have a prototype cost?

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Offline xoid

Is there such a lack of additional cost?  If you prototyped the probe team module already (with an infantry or foil chassis) and then want to build the predesigned version, isn't that going to still have a prototype cost?
That’s just it, pre‐designed units automatically and freely prototype all their components. If you cannot build the Probe Team, then building a unit with the speeder chassis incurs the prototyping cost. Once you get access to the Probe Team though, the speeder chassis is automatically prototyped because, despite what they look like, the default Probe Teams actually use the speeder chassis.

This isn’t that much of a concern with most units, but can be exploited in the stock game. It can easily get worse if you add more pre‐designed units, especially higher end ones.

Offline Yitzi

Is there such a lack of additional cost?  If you prototyped the probe team module already (with an infantry or foil chassis) and then want to build the predesigned version, isn't that going to still have a prototype cost?
That’s just it, pre‐designed units automatically and freely prototype all their components. If you cannot build the Probe Team, then building a unit with the speeder chassis incurs the prototyping cost. Once you get access to the Probe Team though, the speeder chassis is automatically prototyped because, despite what they look like, the default Probe Teams actually use the speeder chassis.

This isn’t that much of a concern with most units, but can be exploited in the stock game. It can easily get worse if you add more pre‐designed units, especially higher end ones.

Ah, you mean predesigned units don't cost prototyping, but still make the existing component not need prototyping.

How's this: If you take a poll as to whether this is in fact a bug, and what (if anything) should be done instead, I can probably implement whatever is decided.

Offline PvtHudson

Hi, all. Hail to the gods of .exe modding!
I wonder, what would the warfare aspect of the game looks like if the following rule would be implemented:
Air units are unable to destroy land units. Air units can merely reduce land units' strength to 10% in the field and to 50% in base or bunker. What if some artillery routines can be leveraged to achieve this? Should probe teams be exception from this rule is an open question.
Such a change would probably limit ubiquitous chop'n'drop tactic, but at a cost of higher aircraft survivability (e.g., aircraft attacks AAA in a base, reduces it to 50% and limps away at 10% strength, while otherwise AAA could win with 40% strength remaining).
PS: sorry for my English.
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Offline Yitzi

I wonder, what would the warfare aspect of the game looks like if the following rule would be implemented:
Air units are unable to destroy land units. Air units can merely reduce land units' strength to 10% in the field and to 50% in base or bunker. What if some artillery routines can be leveraged to achieve this? Should probe teams be exception from this rule is an open question.

Interesting idea...it would take some work to implement (it'd probably be based more off the disengage rules than artillery, as artillery would mean that the air unit doesn't take damage and only does a bit each time), but it could be done.  The implications on gameplay would be interesting, but not IMO the best way to limit chop'n'drop.

Offline PvtHudson

Of course, this change alone is not enough to limit chop'n'drop. Just other means are achievable with existing customization tools, without .exe patching. For example, I always play with chopper chassis reduced to 3 basic speed, and needlejet chassis made several times costlier. All of these ideas (including 'unable to kill land') aren't mine, I dragged them out of Apolyton forum or somewhere else.
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Offline Yitzi

For example, I always play with chopper chassis reduced to 3 basic speed

That's somewhat low early game, and still overpowered late game.  You might want to instead leave it at 8 speed, but make it not get an increase from reactor level.

Offline PvtHudson

And in accordance with the principle 'counter before the threat' Air Superiority (along with predesigned SAM Rover) is available at Syntetic Fossil Fuels. Cloudbase Academy postponed till Advanced Spaceflight.
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Offline Yitzi

And in accordance with the principle 'counter before the threat' Air Superiority (along with predesigned SAM Rover) is available at Syntetic Fossil Fuels. Cloudbase Academy postponed till Advanced Spaceflight.

That's a good principle; Air Superiority at SFF is something I'd thought of too.  In addition, I'd suggest moving Doctrine:Air Power from requiring SFF and Doctrine:Flexibility to requiring SFF and AMA, so that AAA is also available before it (and it's somewhat later overall.)

Cloudbase Academy at Advanced Spaceflight is an interesting idea; that might be a bit too late, though, so maybe Orbital Spaceflight instead.

Speaking of "counter before threat", I'd move the satellites around so that the orbital defense pod is the one available at Orbital Spaceflight, and the Sky Hydroponics Lab and Nessus Mining Station are the last to become available.

Offline Geo

Speaking of "counter before threat", I'd move the satellites around so that the orbital defense pod is the one available at Orbital Spaceflight, and the Sky Hydroponics Lab and Nessus Mining Station are the last to become available.

Less of a free run for 'busters?  ;)
makes actually sense for the Lab and Station. Presumedly both are massive structures, the latter on some moon or asteroid, and the former needs lots of construction effort and materials, likely provided by those Stations.

Offline Dio

Speaking of "counter before threat", I'd move the satellites around so that the orbital defense pod is the one available at Orbital Spaceflight, and the Sky Hydroponics Lab and Nessus Mining Station are the last to become available.

Less of a free run for 'busters?  ;)
makes actually sense for the Lab and Station. Presumedly both are massive structures, the latter on some moon or asteroid, and the former needs lots of construction effort and materials, likely provided by those Stations.

Also, I think sky hydroponics labs should be called sky farms, because they are called that in the blurb(s) for that facility.

 

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