SOTS II Reforged

Moderator: Makail

Post Reply
Haplo_Patryn
Posts: 23
Joined: Wed Dec 12, 2012 7:45 pm

Re: SOTS II Reforged

Post by Haplo_Patryn » Fri May 26, 2017 5:35 pm

Awesome ;)

Thanks!!!

Haplo_Patryn
Posts: 23
Joined: Wed Dec 12, 2012 7:45 pm

Re: SOTS II Reforged

Post by Haplo_Patryn » Mon May 29, 2017 1:05 pm

Tested around 100 turns, playing with Sol. No CTD and no bugs to report. The only problem is when I use mines, the tactical combat lags a lot using them, surely because mines have now a greater range.

adamut100
Posts: 93
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Mon May 29, 2017 1:59 pm

Yeah i was worried about this as well. Think I will power them up and reduce the size.

kreissig
Posts: 7
Joined: Thu Jul 04, 2013 6:15 pm

Re: SOTS II Reforged

Post by kreissig » Mon May 29, 2017 5:37 pm

I love your mod!!

It brought me back to playing SotSII again. I have been....shall we say "put off" by Stellaris of late.

I do have a question though. I prefer to play with less colonizable worlds; rather than more. I was not able to find the file that changes that. Would I be able to adjust that for my games?

Thank you once again for the mod.

adamut100
Posts: 93
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Mon May 29, 2017 10:40 pm

Glad you like it. Still tinkering but it is on the way. The star variables are in the starvars file i think. One of the ones in the data folder. I will check it out. It is a pretty easy fix.

User avatar
Rossinna-Sama
Posts: 1441
Joined: Sun Nov 11, 2012 5:38 am

Re: SOTS II Reforged

Post by Rossinna-Sama » Mon May 29, 2017 10:58 pm

kreissig wrote:I love your mod!!

It brought me back to playing SotSII again. I have been....shall we say "put off" by Stellaris of late.

I do have a question though. I prefer to play with less colonizable worlds; rather than more. I was not able to find the file that changes that. Would I be able to adjust that for my games?

Thank you once again for the mod.


Assets\Base\Data.
StarSystemsVars.xml

There's two options - Altering the Min\Max for the Habitable moons, and altering the chances of the planets.

<StarSatelliteWeightPlanet>70</StarSatelliteWeightPlanet>
Would be the main one. Lower the number (and increase the others appropriatly) to have less colonisable worlds.

<GasGiantSatelliteWeightPlanet>40</GasGiantSatelliteWeightPlanet> are the habitable moons around a gas giant, so lowering this will make the smaller colonisable worlds more rare.
Sword of the Stars 2 - Project Hiver modder - work in progress.
Creator of the upcoming Seimei universe.

adamut100
Posts: 93
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Tue May 30, 2017 2:03 am

What Rossinna said plus I would look at these as well:

Code: Select all

  <!--
  1%    0 orbits
  8%    1
  10%   2
  16%   3
  30%   4
  25%   5
  10%   6
  -->
  <StarOrbitsWeightZero>0</StarOrbitsWeightZero>
  <StarOrbitsWeightOne>10</StarOrbitsWeightOne>
  <StarOrbitsWeightTwo>15</StarOrbitsWeightTwo>
  <StarOrbitsWeightThree>15</StarOrbitsWeightThree>
  <StarOrbitsWeightFour>30</StarOrbitsWeightFour>
  <StarOrbitsWeightFive>20</StarOrbitsWeightFive>
  <StarOrbitsWeightSix>10</StarOrbitsWeightSix>

  <!--
  5% Empty Orbit
  50% Planet
  15% Asteroid Belt
  10% Gas Giant (small)
  5% Gas Giant (large)
  -->
  <StarSatelliteWeightNone>0</StarSatelliteWeightNone>
  <StarSatelliteWeightPlanet>70</StarSatelliteWeightPlanet>
  <StarSatelliteWeightAsteroidBelt>15</StarSatelliteWeightAsteroidBelt>
  <StarSatelliteWeightGasGiantSmall>10</StarSatelliteWeightGasGiantSmall>
  <StarSatelliteWeightGasGiantLarge>5</StarSatelliteWeightGasGiantLarge>


This is essentially the chance that a given star will have 0-6 orbits. Each of these orbits can be a planet, nothing, an asteroid belt, or a gas giant. As you can see in the code, I've upped the chances to draw 3 or more orbits and to have those orbits then be a planet a fair bit from the original. If you are looking for lonelier stars then reduce the orbit odds. If you are looking for less habitable worlds, reduce the planet weight or some combination of the two.

kreissig
Posts: 7
Joined: Thu Jul 04, 2013 6:15 pm

Re: SOTS II Reforged

Post by kreissig » Wed May 31, 2017 2:54 am

Thanks,

I'll take a look. I'm really enjoying a game right now with your mod in its pure form.

adamut100
Posts: 93
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Wed May 31, 2017 11:01 am

Great. I have started work on 1.6 now. This update will rework weapons, modules, and defense assets. Then I will add Loa in the following update.

adamut100
Posts: 93
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Mon Jul 17, 2017 7:57 am

Quick update post-relaunch of the forums-

I've finished the weapon balancing work and I'm pretty happy with it. The weapons definitely hit harder now especially the lancers and other dedicated weapon platforms. Doing some further testing on these before I dive into the Loa. I'd say probably two weeks from launching 1.6. My plan is for 1.7 to be the final update with balancing/bug fixes etc. Pretty happy with everything at this point. Feedback you want to see in 1.6/1.7 is appreciated.

User avatar
Rossinna-Sama
Posts: 1441
Joined: Sun Nov 11, 2012 5:38 am

Re: SOTS II Reforged

Post by Rossinna-Sama » Thu Jul 20, 2017 2:56 am

An updated encyclopedia detailing what each weapon does would be useful. That'd probably be my only suggestion for now.
Sword of the Stars 2 - Project Hiver modder - work in progress.
Creator of the upcoming Seimei universe.

Post Reply

Return to “Modding”

Who is online

Users browsing this forum: No registered users and 4 guests