ScrivenerOfLight ScrivenerOfLight

[Mod] Crusade Anomalies

[Mod] Crusade Anomalies

This mod (available on Nexus) is the updated version of what was just a Resource Anomalies Mod.

May 30, 2017 Update:

  • Fixed typos
  • Rebalanced anomaly group weights in across the board
  • Set the weights of the Ship Graveyards that award the Cutter to 30 (same as Defender and Gunboat)
  • Added/altered anomaly spawning that occurs when a fleet arrives at an anomaly
    • Almost all anomalies spawn anomalies
    • Many anomalies spawn the next level of defended anomaly in the same category (Artifacts to Artifacts (Lightly Defended)
  • Increased the experience awarded by Wormholes from 5 to 25.

Overview:

The three components to this mod work together to create a new and improved array of anomalies. In addition to adding new anomalies that offer Crusade-specific rewards, the mod adds the potential for all anomalies to be defended--and if defended, the anomalies display a warning in color. For the new anomalies, I added flavor text that I believe enhances immersion.

Balancing the expanded number of anomalies is a work in progress, and any feedback is appreciated.

Details:

This mod adds the following Resource Anomalies:

Artifacts:

  • "Precursor Container" (Precursor Nanites)
  • "Crystalline Sculpture" (Harmony Crystals)

Capsules:

  • "Snugglers in Stasis" (Snuggler Colony)
  • "Super Computer" (Hyper Silicates)
  • "Luxuriating in Space" (Helios Ore)
  • "Fruit Basket" (Artocarpus Viriles)
  • "Strange Glow" (Aurorus Arboretum)
  • "Hazardous Material" (Epimetheus Pollen)

Ship Graveyards:

  • "Pay Dirt" (Monsatium Deposit)
  • "Life Support Failing" (Techapod Hive)
  • "Unregistered Freighter" (Arnor Spice)
  • "Hull Fragments" (Xanthium Deposit)

Additionally, the mod adds the following rare Unit Anomalies:

Artifacts:

  • "Alien Microchip" (Leader)
  • "Sentient Symbiont" (Scientist)
  • "Intrakinetic Matter Replicating Multi-Tool" (Engineer)
  • "Consciousness Transfer" (Diplomat)

Capsules:

  • "Unprogrammed" (Citizen)
  • "Hero on Ice" (General)
  • "Advanced Starship AI" (Commander)
  • "Spy Bots" (Spy)

Ship Graveyards:

  • "Administrative Super Computer" (+1 Administration)
  • "Broken Down" (Entrepreneur)
  • "Survivor" (Farmer)
  • "Derelict Transport" (+1 Legion)
  • "Disabled Shuttle" (Administrator)
  • "Precursor Salvage" (Worker)
  • "Ghost in Space" (Celebrity)

The mod also includes a replacement AnomalyDefs.xml (which is read by the game instead of the base AnomalyDefs.xml). This part of the mod removes the 75% chance encounters from Ship Graveyards and adds a duplicate of each original anomaly that is defended 100% of the time. Doing this makes it possible to label the anomalies as defended. The defended anomalies appear with less frequency than the standard anomalies, but are otherwise the same.

Within the AnomalyDefs.xml and SoL_DefendedAnomalyDefs.xml, I added three new anomalies that award ship defenses (each with undefended and defended counterparts) to match the new Crusade anomalies that add weapons ("Mysterious Weapon Hardware").

Space Junk:

  • "Starship Defense Components" x3 (+1 to Shields / +1 to Point Defense / + 1 to Armor)

As for the defended anomalies, the encounters in this mod are tiered as follows:

  • Lightly Defended
  • Moderately Defended
  • Heavily Defended

These encounters currently use only the standard pirate ships in increasing numbers. I ultimately intend to create new encounters that are a bit more diverse.

If you have any questions, suggestions, criticisms - or if you find a bug or typo - please let me know!

Enjoy!

 

218,324 views 61 replies
Reply #26 Top

also, I've noticed that the pods don't give whole amounts.  I love seeing 0.3 of a resource in my inventory, from anomalies.  I also really appreciate the color coding.   Nice job on this mod (and also the resource missions one)

Reply #27 Top

Quoting leiavoia, reply 23


Quoting a0152570,

installed and liking it! good job.

BUG  sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies 



I had this happen to me on the stock game v2.2, so it isn't the mod.

Not sure how to reproduce the issue, but the one i encountered yesterday was the second defended anomaly i hit on the same turn. Maybe that has something to do with it.

I never got my loot :( <-- me sad

If this is related to the mod, I'm not sure how... I use the same encounter XML as the Precursor Anomalies (the only difference is the encounter fleet itself). I notified the devs of this bug via Discord a while ago.

I've only had this issue when passing a turn and the ship has an anomaly encounter and I Quick Battle. If you've had this happen when manually moving a Survey ship onto an anomaly before clicking the Turn button, please let me know.

Current workarounds:

  1. View the battle instead of auto-resolving.
  2. When prompted with the "This anomaly is defended" window, say "No" and get the anomaly on the following turn.
  3. Save and reload--the anomaly will no longer be broken.

Another bug you might encounter is a switching of encounter ship icons. Sometimes, after encountering a Precursor Anomaly, the pirate ship icons all become Precursor drone icons. I've notified the devs of this as well... again, I think it is unrelated to my mod, but maybe I'm wrong.

Reply #28 Top

Quoting GrimmAG, reply 26

also, I've noticed that the pods don't give whole amounts.  I love seeing 0.3 of a resource in my inventory, from anomalies.  I also really appreciate the color coding.   Nice job on this mod (and also the resource missions one)

Thanks for the feedback!

Reply #29 Top

Quoting a0152570, reply 24

Any way to color the actual anomalies?

I'm not sure... but off the top of my head, I doubt it. Strategic map icons (like planets) seem to be hard coded. For example, you can change the color of Precursor worlds from that purplish color, but you cannot change the color of, say, extreme worlds.

But I will look, and if I can, I'll consider changing anomaly color for even easier identification.

Reply #31 Top

Quoting DemitriousDucas, reply 30

Good Mod. Could you include some that add the 3 defense type like the current ones that add weapon increases

 

Well, I already have...

Within the AnomalyDefs.xml and SoL_DefendedAnomalyDefs.xml, I added three new anomalies (each with undefended and defended counterparts) to match the new Crusade anomalies that add weapons ("Mysterious Weapon Hardware").

But I suppose that isn't very clear. I'll fix the OP.

;)

Thanks for the feedback!

Reply #32 Top

I am trying it out and I like it, for the increase in anomalies if nothing else, but it is much more and it adds a lot to the game.

My one complaint is that the pirate defenses are too strong by half. IMHO, the starting surveyor should beat the pirate's lightly defended base at least 95% of the time. It should be an "oh shit" moment to lose to lightly defended. Moderate pirate defense should nearly always fall to the survey ship and no more than 2  one shot missile boats. I don't have time to build the fleets that it takes to defeat the current 2nd and 3rd defenses, at the time I want to be nabbing anomalies. I see it like Sid Meir Civ. You have a right to believe you are going to win these early confrontations. They are currently too hard to defeat with the weapons at hand and the limited time that can be allotted to beating them.

 

I am sure many will disagree. I am just a normal player and I am not looking for a life altering challenge

Reply #33 Top

In a nutshell, coloring anomaly strategic icons is off the table. Hardcode limits.

Reply #34 Top

Quoting Horemvore, reply 33

In a nutshell, coloring anomaly strategic icons is off the table. Hardcode limits.

That's what I thought. Thanks!

Reply #35 Top

Quoting Franco, reply 32

I am trying it out and I like it, for the increase in anomalies if nothing else, but it is much more and it adds a lot to the game.

My one complaint is that the pirate defenses are too strong by half. IMHO, the starting surveyor should beat the pirate's lightly defended base at least 95% of the time. It should be an "oh shit" moment to lose to lightly defended. Moderate pirate defense should nearly always fall to the survey ship and no more than 2  one shot missile boats. I don't have time to build the fleets that it takes to defeat the current 2nd and 3rd defenses, at the time I want to be nabbing anomalies. I see it like Sid Meir Civ. You have a right to believe you are going to win these early confrontations. They are currently too hard to defeat with the weapons at hand and the limited time that can be allotted to beating them.

 
I am sure many will disagree. I am just a normal player and I am not looking for a life altering challenge

I understand where you are coming from--but what you are describing really is how I intended it to function.

Basically, early game, you have access to undefended and lightly defended anomalies. The lightly defended anomalies should be easy for the starter Survey ship and most (if not all) of the Mercenary Survey ships. The moderately defended anomalies are risky with just one ship, and the heavily defended aren't an option without a decent fleet.

My goal in that was to distribute the anomalies over the course of the game.

And my plan is to make the anomalies better at each level of defense--increasing the amount of credits, research awarded, etc. The ships already upgrade as you go, so I won't probably do much there. But basically, I want to provide greater reward for greater risk.

I'm also planning to make the experience awarded by anomalies scale with how well defended the anomalies are.

So, basically, my vision for the anomaly mods I've made is to make anomalies more of an interesting and dynamic part of the game that progresses as you progress--not a static feature.

I understand not everyone will like that. And I respect your position. Thanks for the feedback!

Reply #36 Top

Still loving the mod.  The workarounds appear to work!

 

suggestion, up the rewards for heavily defended (and maybe moderately) they seem a bit cheap especially when compared to the games  heavily defended

ly

Reply #37 Top

Encounters use static blueprints. (set in stone blueprints)

Reply #38 Top

Quoting Horemvore, reply 37

Encounters use static blueprints. (set in stone blueprints)

yes but you can mod it and i think even add new static blue prints

Reply #39 Top

Yes you can, did so for GST pre Crusade. They will not grade by Tech though, like the normal blueprints.

Reply #40 Top

Quoting a0152570, reply 38

Quoting Horemvore,


Encounters use static blueprints. (set in stone blueprints)

yes but you can mod it and i think even add new static blue prints

Right now, the encounters I created use the standard pirate blueprints--I've just increased the number of ships with the moderately and heavily defended anomalies.

My ultimate goal is to create some additional encounters using different blueprints, but I haven't had the time and that's an area of modding I've not dabbled much in.

Quoting a0152570, reply 36

suggestion, up the rewards for heavily defended (and maybe moderately) they seem a bit cheap especially when compared to the games  heavily defended

That's the plan--I mentioned it in the post above yours:

Quoting ScrivenerOfLight, reply 35

And my plan is to make the anomalies better at each level of defense--increasing the amount of credits, research awarded, etc. The ships already upgrade as you go, so I won't probably do much there. But basically, I want to provide greater reward for greater risk.

I'm also planning to make the experience awarded by anomalies scale with how well defended the anomalies are.

Anyhow, thanks for the feedback, guys. Very helpful.

And I'm glad you enjoy it!

Reply #41 Top

Quoting ScrivenerOfLight, reply 40

That's the plan--I mentioned it in the post above yours:

My bad, i wort before i read :blush:  

Reply #42 Top

Quoting leiavoia, reply 23


Quoting a0152570,

installed and liking it! good job.

BUG  sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies 



I had this happen to me on the stock game v2.2, so it isn't the mod.

Not sure how to reproduce the issue, but the one i encountered yesterday was the second defended anomaly i hit on the same turn. Maybe that has something to do with it.

I never got my loot :( <-- me sad

had this happen in base crusade with a precursor anomaly, after saving and exiting the game I got it with a different squadron.

Reply #43 Top

This is a great mod!  Thanks for providing it.  I'm playing my first game with your current version of the mod, no problems at all so far.  Well, except for the fact that I got a defender ship from one of the lightly defended anomalies and foolishly thought that ship and my surveyor would be strong enough take on a moderately defended anomaly.  Fortunately my surveyor survived :D  

Reply #44 Top

Quoting shayvaan, reply 42

Quoting leiavoia,


Quoting a0152570,


installed and liking it! good job.

BUG  sometimes when i do battle at one of your anoms (and win) the anomaly is still there and i can't move on it. only happens with your anomalies 



I had this happen to me on the stock game v2.2, so it isn't the mod.

Not sure how to reproduce the issue, but the one i encountered yesterday was the second defended anomaly i hit on the same turn. Maybe that has something to do with it.

I never got my loot :( <-- me sad

had this happen in base crusade with a precursor anomaly, after saving and exiting the game I got it with a different squadron.

Thanks for this--confirms my suspicion that the problem with defended anomalies is not my mod. My mod just makes the issue much more apparent.

Reply #45 Top

Quoting Publius, reply 43

This is a great mod!  Thanks for providing it.  I'm playing my first game with your current version of the mod, no problems at all so far.  Well, except for the fact that I got a defender ship from one of the lightly defended anomalies and foolishly thought that ship and my surveyor would be strong enough take on a moderately defended anomaly.  Fortunately my surveyor survived :D  

Thanks for the feedback, and glad you're enjoying the mod!

Reply #46 Top

That anomaly doing nothing bug happens to be at specific moment:

  • I clicked Turn
  • Enter the extended turn due to a ship/fleet having movement left
  • It moves the pop-up happens and during that the AI starts its turns
  • As far as I can tell it never happen during my full turn

I think this is more a GalCiv3/Crusade problem. Something the AI turn also slow down by a a lot due to that.

Reply #47 Top

Quoting Diviator, reply 46

That anomaly doing nothing bug happens to be at specific moment:

    • I clicked Turn
    • Enter the extended turn due to a ship/fleet having movement left
    • It moves the pop-up happens and during that the AI starts its turns
    • As far as I can tell it never happen during my full turn

I think this is more a GalCiv3/Crusade problem. Something the AI turn also slow down by a a lot due to that.

Correct. And I agree, whatever is causing this also causes a massive AI slowdown.

Also, here are some workarounds I posted earlier for those who are unaware:

  1. View the battle instead of auto-resolving.
  2. When prompted with the "This anomaly is defended" window, say "No" and get the anomaly on the following turn.
  3. Save and reload--the anomaly will no longer be broken.
Reply #48 Top

Requesting permission to add this to my Star Trek mod. I am in the process of porting my encounters/anomolies from GST Pre Crusade and remembered this mod, which is by far superior to my meager anomolies :) , and it has the added bonus of saving me some time and effort!

Reply #49 Top

Quoting Horemvore, reply 48

Requesting permission to add this to my Star Trek mod. I am in the process of porting my encounters/anomolies from GST Pre Crusade and remembered this mod, which is by far superior to my meager anomolies :) , and it has the added bonus of saving me some time and effort!

Absolutely--I'd appreciate if you credited me, but I'm glad to have you use this in your GST mod!

Reply #50 Top

Ofc, credit were credit is due. TY for the permission :)