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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

BM Mod and Finite Resources

Martock's picture
Submitted by Martock on Fri, 2007-02-02 14:48. SE:V MODs

I just started a Finite Resources game with the BM 103 mod and found that EVERY planet the game, including asteroids, was limited to 1KT of resources of ALL kinds. The Homeworlds appear to be around 5MT. I played with the Settings.TXT file and adjusted the Planet Value, Asteroid Value, Plr Planet Value, Maximum Planet Percent Value, Maximum Planet Resource Value settings upwards. While this has increased the Homeworld from 5MT to 51MT (all fields) all other planets and roids are still at just 1KT. What is odd is, last night, I started a BM 103 mod with Finite Resources and the values of all planets, including the HW, were random. Nothing actually changed from the game last night to today other than I ended that game to start a new game. Where are the lines that determine the possible resource settings of other planets if not in the Settings.TXT?

‹ What kinds of manufacturing achievements would you like to see? Modable warp points ›
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Captain Kwok's picture
Mod Designer

Re: BM Mod and Finite Resources

Submitted by Captain Kwok on Fri, 2007-02-02 15:42.

That's odd. The fields in settings.txt are the ones that control this attribute. The amount for finite resources on planets in the Balance Mod should range from:

Planet Value Low Resources := 500000
Planet Value High Resources := 5000000

Asteroids Value Low Resources := 100000
Asteroids Value High Resources := 1000000

And for homeworlds:

Plr Planet Value Low Resources := 1000000
Plr Planet Value Medium Resources := 2500000
Plr Planet Value High Resources := 5000000

Not sure why it isn't generating those numbers for your new game.

---

Also note the AI is no real way setup to handle a finite resources game, so it's even more like shooting already dead fish in a barrel.

-----

Space Empires Depot | SE:V Balance Mod

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Martock's picture

Re: BM Mod and Finite Resources

Submitted by Martock on Fri, 2007-02-02 18:17.

Hmm...that really stinks. I'm guessing that the AI simply would not know what to do once the resources were depleated. Kinda link how it has no idea how to use the atmospheric convertor, that climate changing facility, and the resource improvement facility. I sure hope a future patch corrects this.

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Re: BM Mod and Finite Resources

Submitted by Nevyn on Fri, 2007-02-02 19:21.

.> While not a BM thing, I'm currently hitting my head against the AI Construction script trying to do just that, get it building far far smarter. If I do manage it I'll be making my code availible to the mod builders out there to use if they want.

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Re: BM Mod and Finite Resources

Submitted by Fallen Haven on Sun, 2007-02-04 16:28.

Nevyn wrote:
.> While not a BM thing, I'm currently hitting my head against the AI Construction script trying to do just that, get it building far far smarter. If I do manage it I'll be making my code availible to the mod builders out there to use if they want.

Yeah, the contruction code is tricky, especially if you try to keep old code while merging some new one...

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Re: BM Mod and Finite Resources

Submitted by Nevyn on Sun, 2007-02-04 17:37.

Fallen Haven wrote:
Nevyn wrote:
.> While not a BM thing, I'm currently hitting my head against the AI Construction script trying to do just that, get it building far far smarter. If I do manage it I'll be making my code availible to the mod builders out there to use if they want.

Yeah, the contruction code is tricky, especially if you try to keep old code while merging some new one...

I was trying to do that, then ended up deleting all the code(well I kept the remove un-needed construction bits) in a fit of anger, then suddenly I was away flying with the file. Coming up to testing stage one of the facility construction today, still have to do the entire vehicles section...

Problem with making it smarter is it's a lot more code, even if you do everything neatly.

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