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1.02 opt in, abundant stars. So where are the stars?

1.02 opt in, abundant stars. So where are the stars?

Playing on an immense galaxy, checking out the new map changes. Abundant stars. Ok, so where are the stars? Abundant scattered stars looks like rare scattered clusters from last build.

693,073 views 179 replies
Reply #126 Top

I agree this was a dramatic change. To much for my liking. Perhaps the solution isnt to bring down the max settings but to suggest lower settings and maybe ad warning pop ups about the higher ones?

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Reply #127 Top

Quoting Mohobie, reply 126

Perhaps the solution isnt to bring down the max settings but to suggest lower settings and maybe ad warning pop ups about the higher ones?

I've suggested this as well but, I don't think they are going in this direction.

Reply #128 Top

Quoting BuckGodot, reply 125

Thanks. :)  You very probably will need to add <MaxHabitablePlanets> to MapSetupDefs as at least one other poster noted it crashed without it.  Make it something high, and you should be fine. ;) But if you can get it to work without it, that'll be great news as well. :)


I can find <MaxHabitablePlanets> in MapSizeDefs, but not in MapSetupDefs at all and that's looking at the base file straight out of my current 1.02 opt-in install in the steam folder. Wouldn't they have needed to add it there as well if it needed to be added to MapSetupDefs?

I see the reply you're talking about. It's Nastytang's reply#99 on page 4, but he doesn't say in the post what xml he had to add it to, and like I said above I don't see the line at all in the current build that's running now. Maybe he meant he had to add to add it to a custom file he wrote?

Reply #129 Top

Yeah just dropping them in from version 1.01 isn't working. I keep getting a code error:

\common\Galactic Civilizations III/Data/Game\MapSizeDefs.xml(146,12): error: element 'RiftAppearanceChance' is not allowed for content model (internal name~really long string over and over)

From MapSizeDefs

Reply #130 Top

Quoting RavenX, reply 128
I can find <MaxHabitablePlanets> in MapSizeDefs, but not in MapSetupDefs at all and that's looking at the base file straight out of my current 1.02 opt-in install in the steam folder. Wouldn't they have needed to add it there as well if it needed to be added to MapSetupDefs?

Sorry, I mean MapSizeDefs.  Apologies.  Too many similarly sounding XMLs. ;)

I'll take a look and see what's going on with that Rift error message you have in your next post in just a bit. 

Reply #131 Top

Quoting BuckGodot, reply 122

Without putting in exact XML structures, here is the summary of what is going on StarSystemDefs.xml.  

Yellow Star Systems (System00), "HabitableZone" was changed from 4 max planets to 3 max planets.

Purple Star Systems (System08), "OuterZone" was changed from 3 max planets to 2 max planets, Asteroids look to have been added.

White Star Systems (System01), "NoRandom" (???) had 0-2 planets added; "Habitable Zone" was changed from 4 max planets to 1, asteroids look to have been added.

Blue Star Systems (System02), "HabitableZone" was changed from 4 max planets to 2 max planets; "OuterZone" had 0-1 added, asteroids looks to have been added.

Red Giant Star Sytems (System04), "Habitable Zone" was changed from 3 max planets to 2 max planets

Yellow Star Systems (System05), Changed from "Orange Star", "NoRandom" (???) had 0-1 planets added, "HabitableZone" was changed from 1 max planet to 3 max planets (this one DID increase)

Orange Star Systems (System06), "HabitableZone" was changed from 3 max planets to 2 max planets.

White Star Systems (System07), "NoRandom" has 0-1 planets added, "HabitableZone" changed from 2 max planets to 1, two sets of asteroids look to have been added.

Blue Star Systems (System09), "HabitableZone" was changed from 4 max planets to 2, asteroids look to have been added to "OuterZone"

Red Giant Star Systems (System10), "HabitableZone" was changed from 3 max planets to 2

Yellow Star Systems (System11) Changed from "Orange Star", "NoRandom" (???) had 0-1 planets added, "HabitableZone" changed from 1 max planets to 3 (this one DID increase)

Orange Star Systems (System12) "HabitableZone" was changed from 3 max planets to 2.

Exact XML data stucture can be found in the files in my previous post

====

So, yes, this aside from the <Base> IS the main culprit.  Many many star systems had their max habitable planets decresed.  By, like, a lot.  So if we want to mod things up, here is one area we'd better look at.  Simply because putting in too many star systems might make the game unstable. :)

 

AHHH   OK I did not catch the number of planets!!!

 

EDIT MMmmm I don`t think I was as updated as I though!!! that why I did not see it!

Reply #132 Top

Quoting BuckGodot, reply 130

Sorry, I mean MapSizeDefs.  Apologies.  Too many similarly sounding XMLs. ;)

I'll take a look and see what's going on with that Rift error message you have in your next post in just a bit. 


LoL no worries. Made that mistake plenty myself.

All I want to do is have a Immense system with the star and planet modifiers like they were..lol. This really shouldn't be more complicated than one or two lines. Maybe I'm missing something and should go back and re-read this whole thread. I feel like I'm over-looking just a few simple values in most likely only those two xmls.

Reply #133 Top

Quoting RavenX, reply 132


Quoting BuckGodot,

Sorry, I mean MapSizeDefs.  Apologies.  Too many similarly sounding XMLs. ;)

I'll take a look and see what's going on with that Rift error message you have in your next post in just a bit. 



LoL no worries. Made that mistake plenty myself.

All I want to do is have a Immense system with the star and planet modifiers like they were..lol. This really shouldn't be more complicated than one or two lines. Maybe I'm missing something and should go back and re-read this whole thread. I feel like I'm over-looking just a few simple values in most likely only those two xmls.

Did a super quick look and I got a modified MapSizeDefs file to work.  I took the 1.01 XML I put up and added <MaxHabitablePlanets>XXXXX</MaxHabitablePlanets> to each map size.  I put it BEFORE the Rift generation entry (<RiftAppearanceChance>), and it appears to be working.

Did a quick test and I have 713 planets generated, which I hadn't received before under 1.02.  The difference is the <MaxHabitablePlanets> was set to 1000 and the Base was still at 1600.  I didn't mess with either of the two other XMLs that need to be looked at yet.

Hope this helps. :)

----

Since I'm paying with portals mods, I guess I'll go whole hog and throw in the other old ones as well and see what happens.  Posting results in a bit. :)

Reply #134 Top

Yeppers.  Works. :)

Copying over the 1.01 StarSystemDefs.xml and the 1.01 MapSetupDefs.xml to my mod folder WITH a modified 1.01 MapSizeDefs file gave me my standard 1500 colonizable planets or so. 

Make SURE you put in <MaxHabitablePlanets> for each map size and make it high (I put it at 2500 on Insane just to be safe. ;p).

I don't recommend doing "colonize all" too frequently though, as the game doesn't like it when it has to colonize 1500 planets at once.  Like CTD doesn't like it. :D

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Reply #135 Top

Quoting BuckGodot, reply 133

Did a super quick look and I got a modified MapSizeDefs file to work.  I took the 1.01 XML I put up and added <MaxHabitablePlanets>XXXXX</MaxHabitablePlanets> to each map size.  I put it BEFORE the Rift generation entry (<RiftAppearanceChance>), and it appears to be working.

Did a quick test and I have 713 planets generated, which I hadn't received before under 1.02.  The difference is the <MaxHabitablePlanets> was set to 1000 and the Base was still at 1600.  I didn't mess with either of the two other XMLs that need to be looked at yet.
Hope this helps. :) ----Since I'm paying with portals mods, I guess I'll go whole hog and throw in the other old ones as well and see what happens.  Posting results in a bit. :)


Indeed it does. The 1.02 has the value already added. I'll tweak the values for Immense on it and give it a shot. Worst I can do is break it..lol. :thumbsup:

Reply #136 Top

Quoting BuckGodot, reply 134

Yeppers.  Works. :)

Copying over the 1.01 StarSystemDefs.xml and the 1.01 MapSetupDefs.xml to my mod folder WITH a modified 1.01 MapSizeDefs file gave me my standard 1500 colonizable planets or so. 

Make SURE you put in <MaxHabitablePlanets> for each map size and make it high (I put it at 2500 on Insane just to be safe. ;P ).

I don't recommend doing "colonize all" too frequently though, as the game doesn't like it when it has to colonize 1500 planets at once.  Like CTD doesn't like it. :D


Well that sounds even better :) . I need that on Immense though, not Insane. Still, AWESOME :D. That's exactly how I want it. Think you'll post those up? :pout: Don't make me beg like a cyber orphan...lol.

Reply #137 Top

Quoting RavenX, reply 136
Well that sounds even better :) . I need that on Immense though, not Insane. Still, AWESOME :D . That's exactly how I want it. Think you'll post those up? :pout: Don't make me beg like a cyber orphan...lol.

Sigh.  Give me a bit. :p

Here's what I'll do.  I'll put in the three files necessary (with a modified MapSizeDefs) in a single zipped file and throw it on my Google Drive account.  It will be the base 101 settings though, so you're not getting 1500 planets on Immense.  Sorry. :p  The only thing I have to think about is the MaxHabitablePlanets settings.  They'll all probably be overkill, but whatevas.

Then if it isn't to your liking, I'd suggest playing with the percentages in the MapSetupDefs file, cross your fingers, and then see if it works. :D

Reply #138 Top

Dude you're The Champion!!! I took those 3 files from your 1.01, edited the <MaxHabitablePlanets> line where you said, and now on the Immense entry I can put in those variables and it's AWESOME!!!!

Colonize All netted 1008 planets. That's good enough for a 20 player game. I might even drop it down by a few hundred. On Immense size that fills in everything perfectly on Scattered, which was all I needed to be happy.

:digichet: XD

Now, after doing this off and on all day....time to go blow some sh*t up!!!! Finally!!!

This thread needs to be pinned!!! LoL

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Reply #139 Top

Quoting BuckGodot, reply 137

Sigh.  Give me a bit. :P

Here's what I'll do.  I'll put in the three files necessary (with a modified MapSizeDefs) in a single zipped file and throw it on my Google Drive account.  It will be the base 101 settings though, so you're not getting 1500 planets on Immense.  Sorry. :P  The only thing I have to think about is the MaxHabitablePlanets settings.  They'll all probably be overkill, but whatevas.

Then if it isn't to your liking, I'd suggest playing with the percentages in the MapSetupDefs file, cross your fingers, and then see if it works. :D


LoL we're all good brother :), See above post. Time to kick some ass.

Reply #140 Top

OK, I have put together a VERY Quick and Dirty mod.  There is no readme file.  There is no docuemtation.  There is no description on how to install it.  Maybe (MAYBE ;p) I'll add all of that later.  In the following zipped file there are three files.  The 1.0.1 versions of MapSetupDefs.xml and StarSystemDefs.xml.  I also have a modifed version of the 1.0.1 MapSizeDefs.xml.

MapSizeDefs.xml has the following in it, which is required to work:

Tiny is set to MaxHabitablePlanets of 50

Small is set to MaxHabitablePlanets of 75

Medium is set to MaxHabitablePlanets of 150

Large is set to MaxHabitablePlanets of 200

Huge is set to MaxHabitablePlanets of 300

Gigantic is set to MaxHabitablePlanets of 700

Immense is set to MaxHabitablePlanets of 1000

Excessive is set to MaxHabitablePlanets of 1400

Insane is set to MaxHabitablePlanets of 2000

If one doesn't like the settings of any of those (though to approach them, different settings in MapSetupDefs.xml might need to be applied), change them in MapSizeDefs.xml.

USE AT OWN RISK!!!

Install them in your mod directory, using the instructions given here: Galactic Civilizations III - Modding

And without further ado, the Google Drive link: https://drive.google.com/open?id=0By8Y969dyvLHR2J0aGVKWUx3dm8&authuser=0

To download it, click on the button on the top that looks like this:

If there are any immediate (or not so) errors with this let me know and I'll upload a new version. :)

====

Quoting RavenX, reply 139
LoL we're all good brother :) , See above post. Time to kick some ass.

Glad to see it working! I posted a new link (w/instructions) anyway, as one can see since you posted as I was typing it up. :D  Someone will probably find it useful, I suspect. ;)

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Reply #141 Top

So awesome!

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Reply #142 Top

@BuckGodot Very nice work!  The community supports the community and everybody gets to have fun.  Thanks!

Reply #143 Top

Do these two things from the FAQ no longer apply?

-Insane maps are more insanely huge than ever.

-To fulfill our vision for Galactic Civilizations III and future expansions, the game engine must handle extremely large galaxies with a very high resolution graphics and large data sets for the computer AI to make use of. 64-bit allows us to design the best game possible without being constrained by the limitations of older hardware.

 

Also maybe all that's needed is a different paradigm for galaxy setup where instead of size, the setup corresponds to computer stats. Think of it like the aperture priority or shutter priority modes on a DSRL camera. You select you computer stats (or steams uploads them) and then select a max average turn time. Next you then select a couple more setting but your computer stats and turn time choice constrain all of these other settings, which are things like habitable planet frequency ratio, planet to hex density, stars, etc.  

Computer stats would be something like this - with possibly less memified names

Serf - 4GB ram, weak cpu/gpu/apu

Dirty casual - 8GB ram, slightly below average cpu or gpu with an average cpu or gpu

Practically a newb - 12GB ram, above average cpu/gpu

Glorious  PC Master Race - 16-24GB ram high end cpu/gpu

Exalted - 32GB+ OC ram, OC i7-5960x, 4x Nvidia GTX Titan X 12GB 

Then you select speed or size preference and the game limits your other choices. So a serf who wants 10 second turns, may only be able to select 20 max inhabitable planets; whereas an exalted player may select 2 minute turns and select 25,000 max inhabitable planets.

 

Reply #144 Top

Since this is such a serious issue for some players...

 

Why don't you suggest for the devs to throw the current galaxy creation "overboard" and rather implement something like a set of presets which reach from "rare" to "abundant" for all the casual players to chose from and a more detailed "custom" galaxy setup feature/page for anyone willing to fiddle around a lot where you have text fields where you may enter exact values for Stars, Planets and whatever else you want rather than having limiting slider or preset crap?

I guess that it would make everyone happy. The default Rare-to-Abundant preset stuff for people not wanting to fiddle much around and which may be tweaked by the devs so it matches performance aspects better and the custom settings for more experienced/hardcore players who want more detailed control and squeeze every last drop out of the galaxy generator without having to mod the XML files.

 

 

I wouldn't wonder if most of the casual players are not changing any of the more detailed settings anyways. I bet most of them just adjust galaxy size and shape and maybe to amount of planets to abundant and are ready to go and never give a second thought about the rest.

 

 

Therefore a more slipstreamed approach where casual players only have to select a galaxy size/shape and one single "amount of features"-pulldown menu controlling everything at once like Stars, Planets, Resources, etc. based upon "rare" to "abundant" based on fixed presets which the devs may tweak to whatever they feel is right would completely suffice for them.

And anybody wanting more could select the "Custom"-preset from the "amount of features" pulldown list and it opens a much more detailed view where one may enter exact values for each Stars, Planets (Dead, Habitable, Extreme,...), Neubulae, Resources, Black Holes, whatever... all manually. Would give the most control to the player who wants it.

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Reply #145 Top

Quoting BuckGodot, reply 140

OK, I have put together a VERY Quick and Dirty mod.  There is no readme file.  There is no docuemtation.  There is no description on how to install it.  Maybe (MAYBE ;P ) I'll add all of that later.  In the following zipped file there are three files.  The 1.0.1 versions of MapSetupDefs.xml and StarSystemDefs.xml.  I also have a modifed version of the 1.0.1 MapSizeDefs.xml.

MapSizeDefs.xml has the following in it, which is required to work:

Tiny is set to MaxHabitablePlanets of 50

Small is set to MaxHabitablePlanets of 75

Medium is set to MaxHabitablePlanets of 150

Large is set to MaxHabitablePlanets of 200

Huge is set to MaxHabitablePlanets of 300

Gigantic is set to MaxHabitablePlanets of 700

Immense is set to MaxHabitablePlanets of 1000

Excessive is set to MaxHabitablePlanets of 1400

Insane is set to MaxHabitablePlanets of 2000

If one doesn't like the settings of any of those (though to approach them, different settings in MapSetupDefs.xml might need to be applied), change them in MapSizeDefs.xml.

USE AT OWN RISK!!!

Install them in your mod directory, using the instructions given here: Galactic Civilizations III - Modding

And without further ado, the Google Drive link: https://drive.google.com/open?id=0By8Y969dyvLHR2J0aGVKWUx3dm8&authuser=0

To download it, click on the button on the top that looks like this:



If there are any immediate (or not so) errors with this let me know and I'll upload a new version. :)

====


Quoting RavenX,
LoL we're all good brother :) , See above post. Time to kick some ass.




Glad to see it working! I posted a new link (w/instructions) anyway, as one can see since you posted as I was typing it up. :D  Someone will probably find it useful, I suspect. ;)

 

Great work. Will give a try, if you can pls add a Readme as well, as that makes life easier for newcomers.

Hopefully, the Devs will add this as a possible option?

Reply #146 Top

Just to let people know I had opted back out of 1.02 and kept my version at 1.01 because of the nerfing I went on steam today and despite the fact I'd opted out it had downloaded ver 1.02 and I am now stuck with it! I hope I don't have to mod it to fix it as I'll probably stuff the game up doing it.

yours sincerely - Unhappy Bunny

Reply #147 Top

Quoting Echillion, reply 146

Just to let people know I had opted back out of 1.02 and kept my version at 1.01 because of the nerfing I went on steam today and despite the fact I'd opted out it had downloaded ver 1.02 and I am now stuck with it! I hope I don't have to mod it to fix it as I'll probably stuff the game up doing it.

yours sincerely - Unhappy Bunny

 

I had a feeling that the guy who said you can just opt out was wrong. Your only choice is to uninstall and reinstall the game making sure you don`t have the `opt-in` selected.

Now in the old days without Steam-forced you could choose what patch you preferred and just overwrite, but no one cared about that until now. You get what you didn`t bother to oppose.

Reply #148 Top

The 1.0.2 patch is no longer "opt-in" (1.0.3 is now the opt-in patch). It was only "opt-in" for early testing purposes (just like all of the "opt-in"'s during the beta).  Once it went live though, it went live for everyone.

If you reinstall the game, 1.0.2 is what one is gonna get.  

Reply #149 Top

Quoting Seafireliv, reply 147
Now in the old days without Steam-forced you could choose what patch you preferred and just overwrite, but no one cared about that until now. You get what you didn`t bother to oppose.

One can still be like the "old days" by never connecting to steam.

Thing is, unless one stayed on 1.0.1 forever, sooner or later this change was coming to their game. Whether it be in 1.0.2/1.0.3, or 1.1 or 1.2.  

Does Steam have drawbacks?  Sure.  Is this really the thread to discuss them?  I wouldn't say so. ;)

 

Reply #150 Top

Quoting BuckGodot, reply 24

OK, I decided to do some empirical testing just now.  Patched to 1.02., started an Insane Map with everything cranked to Abundant (except for Extreme Worlds which was set to Rare).  Opened up the console and hit Colonize All.

This is what I got:

Reduced 56%
Original 252 x 784

+ Personal opinons


 

 

Nice work.

 

Personally I am a bit of a fan of loads of horrible empty systems and scramberling for that one decent planet amongst the vast number of dead cold worlds. Feels...real to me.

However, this being said, I would like the option of having an empire like something out of a space operspanning a thousand world etc,etc...

This tweek was a tweek to far I feel.

I know I could revert back to the non-opt-in version but I'd rather keep the rest of the changes and work with the latest updates and give my opinion on them as well.