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Tweaking a Tech?
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by Citizen SaintP - 5/13/2003 10:52:01 AM

If I wanted to make "Controlled 4d Wormholes" or any of the Wormhole techs actually do something cool, like +50% propulsion, how would I do it. Or can you not.


#1  by Diplomat HawaiiFive-O - 5/13/2003 12:07:25 PM

Well, it depends on what you consider cool of course. There are many things you can do, unfortunately +50% propulsion is not one of them. However, here is what you can do.

Open the file GCTech.tech in Notepad.

Find the ControlledWormholes tech, it will look like so:

//------------------------------------------------------------------------
TECH 35 ControlledWormholes
//------------------------------------------------------------------------
Name "Controlled Wormholes"
Model ""
Tech_Requirement "StarCreation"
Research_Cost 10900
Description "A limited controlled wormhole has been built. Though the theoretical basis for this wormhole is unknown, engineers have been able to recreate solely from watching old reruns of Deep Space Nine. The size of this wormhole and the lack of a theoretical basis on which to enlarge it and direct it, limits this technology to research."
Overview "This will allow us to make our ships travel faster."
Tech_Category 2
Ability "Speed"
ENDTECH

After the Tech_Category line (really, it doesn't matter but for consistency's sake go ahead and put it there), you can add Ability lines.

Here are the abilities and what effect they have:
"Economics" +10%
"Weapons" +10%
"Defense" +10"
"Speed" +1 move
"Morale" +10%
"PopulationGrowth" +10%
"SocialProduction" +10%
"MilitaryProduction" +10%
"Research" +10%
"Influence" +10%
"Trade" +10%
"Diplomacy" +10%
"HitPoints" +10%
"Repair" +10%
"Sensors" +10%
"Espionage" +10%
"Soldiering" +10%
"InterestRates" +10%
"PlanetQuality" +10%
"TradeRoute" +1 route
"Range" +10%
"Luck" +10%
"Courage" +10%
"Creativity" +10%
"Government" +10%
"Loyalty" +10%

You may not stack abilities. IOW, put in 5 Ability lines for Speed will not get you + 5 propulsion, only the first one counts. However, if you wanted to make this tech grant you +1 to Propulsion, +10% to your Weapons, HitPoints, and Defense, you could do this:

//------------------------------------------------------------------------
TECH 35 ControlledWormholes
//------------------------------------------------------------------------
Name "Controlled Wormholes"
Model ""
Tech_Requirement "StarCreation"
Research_Cost 10900
Description "A limited controlled wormhole has been built. Though the theoretical basis for this wormhole is unknown, engineers have been able to recreate solely from watching old reruns of Deep Space Nine. The size of this wormhole and the lack of a theoretical basis on which to enlarge it and direct it, limits this technology to research."
Overview "This will allow us to make our ships travel faster."
Tech_Category 2
Ability "Speed"
Ability "Weapons"
Ability "HitPoints"
Ability "Defense"
ENDTECH

Obviously, major fiddling with your tech files is likely to compromise your Metaverse legality. If you are concerned with the Metaverse, stick to the base Stardock approved files.



                     Posted via Stardock Central
#2  by Diplomat HawaiiFive-O - 5/13/2003 12:25:12 PM

Here's another way you could do this, with a starbase module (in keeping with the Deep Space Nine theme).

//------------------------------------------------------------------------
SBMOD 56 WormholeGenerator
//------------------------------------------------------------------------
Name "Wormhole Generator"
Model "Starbase01"
Tech_Requirement "ControlledWormholes"
Module_Requirement "StellarWake"
Description "Controlled wormholes can vastly increase the operational speed of our star fleet."
LocalAbility "SpeedAssist"
LocalAbilityValue 5
ModuleSize 2
Type 1
ModuleCost 1500
ENDSBMOD

This module will give you a whopping +5 to speed. It's up to you if you want to use it, 2 or 3 starbases in the same sector with these modules would give you the Ship Catapult From Hell. It's terribly overpowered. OK, I've added a line to give it a 1500 BC "kicker" cost, to make it a little more costly to build these things.

One note, I made this module's ID 56. Module ID's must be both unique and contiguous. Stock GalCiv modules go up to 55, so I used 56. If you've installed any other modules you need to renumber this module to avoid conflicts and not leave any gaps in the numbering.

To use it, copy the above into a text document. Save the document with any name you want, with an .sbmodule extension (SaintP.sbmodule would be fine, or MySBModules.sbmodule). Drop the file into the GalCiv data directory and it will be available upon researching Controlled Wormholes, you'll have to install a Stellar Wake first.

Standard disclaimers with regards to the Metaverse apply. If you are going to play in a Modaverse, stay away from the Metaverse.



                     Posted via Stardock Central
#3  by Citizen SaintP - 5/13/2003 1:56:36 PM

That is cool. I think I will modify the tech to give a +1 to speed, and then drop in the that starbase module. Thanks for the help. At least that Gives you something for all that research.

#4  by Citizen SaintP - 5/13/2003 2:23:20 PM

Ok, This is great stuff and is really going to make a difference on those mega maps, at least for me. I'm just running this by you guys so you can find any errors I may have made. I created a file called "Wormhole.sbmodule" and this is what it reads...

//------------------------------------------------------------------------
SBMOD 60 WormholeGenerator
//------------------------------------------------------------------------
Name "Wormhole Generator"
Model "Starbase01"
Tech_Requirement "ControlledWormholes"
Module_Requirement "StellarWake"
Description "Controlled wormholes can vastly increase the operational speed of our star fleet."
LocalAbility "SpeedAssist"
LocalAbilityValue 5
ModuleSize 2
Type 1
ModuleCost 1500
ENDSBMOD

//------------------------------------------------------------------------
SBMOD 61 WormholeBooster
//------------------------------------------------------------------------
Name "Wormhole Booster"
Model "Starbase01"
Tech_Requirement "Controlled4DWormholes"
Module_Requirement "WormholeGenerator"
Description "4D Controlled wormholes vastly improves our operational understanding of making our star fleet Zoom."
LocalAbility "SpeedAssist"
LocalAbilityValue 9
ModuleSize 2
Type 1
ModuleCost 2500
ENDSBMOD


Anything wrong with that...
Thanks for help by the way.

#5  by Diplomat HawaiiFive-O - 5/13/2003 2:42:39 PM

Looks good! One tiny detail, I think your description is going to get chopped off in game, you are really limited on text length in the description field. About 80 characters or so.

Make sure there's no gap in the Module IDs. To be clear, the highest stock GalCiv ID is 55. If you have an ID 60, you must have an ID 56, 57, 58, and 59. They have to be contiguous. If you leave a gap, it will still show up to be built in-game, but it won't allow itself to be "planted". That's been my experience, at least.

Otherwise, have fun and welcome to the Modaverse.



                     Posted via Stardock Central
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