How to Mod More Administrators for Everyone?

So the AI can expand more?

42,473 views 10 replies
Reply #1 Top

Anyone?

Bueller? Bueller? Bueller? Bueller? 

Reply #3 Top

In MapSizeDefs.xml

    Line <BaseAdministrationPoints>X</BaseAdministrationPoints> in each <MapSize>

X is number you need to change to what ever you want.

 

Reply #5 Top

I admit I haven't tried modifying MapSizeDefs.xml as suggested above, but if you try it, you will have to put it in your mod folder in the right subfolder, enable mods, and start a new game. Changing it in the game's folders won't work.

Reply #8 Top

@darthranma

Did you try it?
Works fine for me.
"Insane" map size in xml file corresponds to "Ludicrous" map size in game.

Reply #9 Top

just tried editing the xml file entry for insane and that worked, thank you for ludicrous.  thank you

Reply #10 Top


So the AI can expand more?

I'm assuming that by expand more, you're referring to the AI colonizing. I tackled the same issue about a month ago. My solution was to do away with the Administration cost for colony ships altogether. I did it this way instead of just giving everyone more administrators, because the AI could simply use those extra administrators to build more constructors, or really for anything else for that matter. This way it only affected their ability to colonize more.

In the ShipComponentDefs.xml file, look for the colony module and the Torian colony module. "Make a copy of the file first and add the newly copied file to the Game folder of a new mod. Never alter the actual game files.

  <ShipComponent>
    <InternalName>ColonyModule</InternalName>
    <DisplayName>ColonyModule_Name</DisplayName>
    <Description>ColonyModule_Dec</Description>
    <ArtDefine>Colony_01</ArtDefine>
    <Category>Modules</Category>
    <Type>ColonyModule</Type>
    <PlacementType>Module</PlacementType>
    <Stats>
      <EffectType>Value</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>10</Value>
    </Stats>
    <Stats>
      <EffectType>ManufacturingCost</EffectType>
      <Scope>Queue</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>8</Value>
    </Stats>
    <Stats>
      <EffectType>SupportMass</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <ValueType>Special</ValueType>
      <SpecialValue>
        <Special>HullMassScaleMod</Special>
        <ValueParam>45</ValueParam>
        <ValueParam>0.05</ValueParam>
      </SpecialValue>
    </Stats>
    <Stats>
      <EffectType>CanColonize</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Stats>
    <Stats>
      <EffectType>PopulationCap</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>3</Value>
    </Stats>
    <Stats>
      <EffectType>Maintenance</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>OneTime</BonusType>
      <Value>23</Value>
    </Stats>
    <Stats>
      <EffectType>AdministrationUsage</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>OneTime</BonusType>
      <Value>1</Value>
    </Stats>
    <Prerequ>
      <Techs>
        <Option>ColonizationTech</Option>
      </Techs>
    </Prerequ>
  </ShipComponent>

__________________________________________________________________________

This part here, is what you will want to delete.

    <Stats>
      <EffectType>AdministrationUsage</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>OneTime</BonusType>
      <Value>1</Value>
    </Stats>