[MOD] Artifact Mod 1.02.3.6

Seilore's Artifact Mod v1.02.3.6

Edit: 3/13/19 updated to correct text for PrecursorTempleArtifact to display 2,500 influence points.

Edit: 4/08/19 Fix Game Bug - Prometheus Stone now produces Prometheus Stone not Promethion.  This is important as there is at least one artifact that requires this trade resource to upgrade.  

Change to Nano Fabricator to provide 50 production points instead of 25.

Change to Betatron Collider to cause 10% damage to a fleet instead of 25%.  I felt that the 25% was to overpowered. 

Must have Retribution for this mod to work:  Please let me know how it works and any changes you would recommend.

Changes:

All Artifacts are able to be endlessly researched (upgraded), however, they all now have a soft cap where it gets more expensive the more times that one researches the artifact.  In this version they all cap at 11 upgrades and then act as they do in the unmodded game in which they can continue to be researched if one meets the requirements.  Please provide feedback on how fast the price goes up and if I need more steps before they cap. The first three upgrades match the unmodded game except for the following tweaks.

 

 - NanoFabricatorArtifact03 only gave one artifact charge, now gives two as NanoFabricatorArtifact02 gives two.

 - Corrected text for NanoFabricatorArtifact02_ShortDec to match context of other artifacts that provide multiple charges.

 - DimensionalMirrorArtifact03 only gave one artifact charge, now gives two as DimensionalMirrorArtifact02 gives two.

 - PrecursorTempleArtifact provides 2,500 influence points instead of 10,000.

 

All additional researches beyond the third do not have a technology prerequisite.  Even though each additional artifact research goes up in cost one will get additional charges.

 

Special thanks to:

 - Gauntlet for pointing me in the right direction.

 - CariElf for glancing at my very first attempt and letting me know why it was crashing, along with suggestions on how to bypass.

 - Rhonin_the_wizard for identifying the artifacts xml.

21,499 views 7 replies
Reply #1 Top

Hi Seilore!

That's nice to see someone is on artifact modding!

Remark: Can you please state compatibility regarding vanilla and GRM. I guess your mod is, but for everybody, states it clearly please?

For the rest:

1) I never managed to have the 'create monster' artifact works. Do you?

2) there is one providing 25 social points. I don't remember its name. Can you tweak it, if not done so, so it gives 100 points (like a freighter). Otherwise it is very anecdotal. And definitively super weak, compared to the one giving 500 shipyards points! I'm not saying all artifacts should be roughly equivalent in power, but really here we have one which is just a useless planetary tile usage. Except perhaps in very rare occasions.

3) The mirror giving line of sight, might be cooler if slightly bigger in area.

4) the 'finish a tech' artifact is a bit too exploitative or powerful. But to each his own. I would have given a fixed amount of RP instead.

That's it. I'll now download your mod :)  

Reply #2 Top

I believe I was clear that this does require the Retribution Expansion.   Please be more specific as far as what you're looking for.  As far as if it will work with the base game - no DLC's, no other expansions other than Retribution, that I don't know.  But it only taps in on the Retribution files.  Would require further testing for the specifics.

Edit: Does appear to work in vanilla game with just the Retribution Expansion installed.

A1:  The Preumbral Beacon Artifact - Summons a creature from space, does work.

A2:  The nano Fabricator Artifact -  Boosts the construction on a selected world.  I believe provides a boost of 25% construction value to the selected world, not 25 points.  So early in the game, I agree it would be weaker, however, later in the game or on a higher construction world this would be much much more powerful than 25, 50, or 100 points.  This one will get stronger as the game goes on versus The Precursor Library Artifact that looses it's value as the game goes on (see A4).  I'll double check on this though.  Double checked it is just 25 points as you stated.  I'm doing an actual play through right now I'll see if I think it should be adjusted.

A3:  The Dimensional Mirror Artifact - Reveals a portion of the galaxy.  I agree it may be good to expand this a little bit.  I'll look into this as I further test the impacts of the mod.

A4:  The Precursor Library Artifact - Instantly complete the current research, may seem overpowered at the beginning of the game or on a small map, however, later in the game as your civilization get's more research power this becomes less and less powerful.

Reply #3 Top

There will be an update coming as some of the text doesn't match don't have time now though :)

Reply #4 Top

@PocusFr - I have revisited the NanoFabricator. At this point I have adjusted it to provide 50 points instead of the standard 25 points.  Other changes in 1.02 is the Betatron Collider only causes 10% damage instead of the default of 25% as to me this seems too cheap of a move to destroy an entire fleet by deploying this 4 times.  Now one needs to deploy 10 times to destroy it.  

Also included a fix for Prometheus Stone as there is at least one artifact that depends on Prometheus Stone and in the current build nothing produces Prometheus Stone.  This corrects it so Prometheus Stone is again produced by the Prometheus Stone Mines.

Question to others, The Precursor Temple Artifact still seems overpowered to me.  I may cut it back further to only 1,000 influence points.  I'm looking for additional feedback on this.

Thanks.

 

Reply #5 Top

Hey, I want to make a mod for artifices for my personal use (unfortunately yours wouldn't work for me). replacing few # is not a problem but I wanted to remove few artefacts completely. Deleting them from "ArtifactImprovementDefs" seams to do the trick and game works but do you think there might be something else to do?

Reply #6 Top

Quoting karlfranz-pl, reply 5

Hey, I want to make a mod for artifices for my personal use (unfortunately yours wouldn't work for me). replacing few # is not a problem but I wanted to remove few artefacts completely. Deleting them from "ArtifactImprovementDefs" seams to do the trick and game works but do you think there might be something else to do?

You do not need to remove the entries, comment them out, will make it far easier to keep uptodate with future patches.

In XML <!-- Code goes inbetween these  --> comments out lines of code contained within.