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ChaosS

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Apr 6, 2020
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Hi Paradox - thx for the great Games!
I want to build up a mod where you can annex unlimited Sectors to a colony, even if they are more than 2 Sectors further away.

30 hours after looking in many *.rpk files with the mod editor i need to ask here in the forum:
"is it possible to mod this with the mod-editor? i mean the distance to the Colony- thing?"

Please?

thx!

Liolande
 
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I'm also looking for something like that (and with similar success so far).
Anybody know an answer to this?
And if it's not moddable / hardcoded, could that get changed please?
 
So, take it with a grain (or rather, a bag) of salt:
I personally did it the roundabout way. I added the residential attributes (both additional sector unlocks and annex range) to all other specializations (ecept relay, because I have no idea where that is). I haven't yet tested it, though, but I don't see why it shouldn't work. You don't even need to create a new pack for that (I did, though, because I wanted to create a water residential district).
The pack you want/need to edit is the 'ColonyUpgrades_Strategic', found in title/packs/Strategic. These have most sector specialization (I bet the relay one was introduced in some addon or stuff and is seperated because of that)
1623516591159.png


What I struggle with, is increasing the limit of sectors. I have bo idea where that is specified. Just... no clue. I want to make residential districts unlimited. Chaining them... Well, maybe I will find it at some point, maybe not.
 
Please tell me which rpk you need to edit to increase the number of sectors?
1623516973828.png

from what I understand, you want so edit this line. It tells the game at which point to unlock new sectors. If you increase the numbers behind it, you will automatically add a new avaible sector (4,8,12,16,20,24 for example would have 6 default sectors. 4,8,12,16,20,24,28,32 would be 8 default sectors and so on)
 
shameful self advertisement:
I tried to create the mod. Seems to work. I no longer bound the effect to exploitations (since that didn't work with pre-made ones), but instead to structures (which still needed the landmarks to be edited, but eh).
There do seem to be some issues when expanding too far in a direction, though. I assume its the game's fault, because it does work if you annex other sectors nearby....
 

atord/Nordos

Thank you very much for the clarifications, it is difficult to figure it out yourself with such an inconvenient interface of the modding tool.
One more question), I want to increase the limit on sectors with identical specialization, maybe you know which file you need to edit for this?
 
I indeed do. First of all are two possibilities: Removing their very identity of a sector specialization (which I did in my mod to make residential specializations unlimited, leads to some .... side effects), or increasing the amount of sector specializations that are allowed.
in GlobalSettings_Strategics you can find the Economic Settings. These have all kind of economic tidbits, including the amount of the same sector specializations (I still haven't figured out why and how the Relay one has a different number than the rest):
1623670063752.png


The other methodic, which I would not really recommend:
1623670144089.png

Is to remove this attribute. It links the exploitation to the .... um, how do I sy it, to the identity of it. It still works for the most (economic) part, but is no longer recognized as an sector specialization (and is thus missing the Icons on the map)


EDIT: Okay, turns out, the relay one has a specific Attribute that was introduced to circumenvent it. I haven't played around with it, buuut... It may actually be far better than my hapzard solution:
1623670484326.png

So, if I understand it correctly, it literally overwrites the sector limit. Gotta test it now. Also, gotta see where the hell it is linked in the Sector specialization to link it into my residential .... Welp, lets see.
 
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So, see that last picture? Turns out, you don't need to link that attribute to anything. You just need it to have in a pack that gets used, kinda. Just mind that it does not accept -1 or similar values (but 999 is fine and a number that will never be reached anyway).
 
This is victory!)
But another question arose, though on a different topic:
All the time I have the same large anomalies, over and over again the same. At first I thought that the matter was in the secret technologies of the heroes, after an experiment it turned out that the fortress of the dwars would be spawned by both the hero of psinumbra and the hero of the heirs. This is for example.
Can you tell me what could be wrong?

p.s. I play on the capital planet
 
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To be honest, no. I have looked into anomalies, yes, but only in terms of spawn rate.
From what I gathered, though, I think there is actual terrain restrictions for anomalies. So, that may be playing a big role in the distribution and randomizing of anomalies.

Also, you say you always get the same - in which way? Do you mean no matter what map you are playing, do you mean the same map or even the same game?
 
Several different games on a huge capital planet, and only the lost legion, the dwarven fortress and the phase echo come out. The same is with average anomalies. At the same time, when I played earlier, a year or two ago, everything was fine with randomization.
 
BTW, I just thought that before launching the game, I always set up the planet the same way, removed some terrain types and set some to maximum.
If the randomization of anomalies is directly related to the type of terrain and terrain, then I messed myself with more than one game.
Eh shit) if I knew before ...
It's generally fun, if you want to cut off a unique piece of content from yourself - just customize the planet your way 8)
 
The planet's settings turned out to be irrelevant, everything repeated on the default planet. The Dvar's fortress appears right in the middle of the city ruins 8), and then again and again!
It seems to me that the matter is in the secret technology that you take for yourself
 
buddy, this is NOT a complaint), especially since you helped me a hell of a lot with editing sectors.
As for anomalies, I have reviewed all surveying and faction rpk, and so far I have not found any connections between these groups.
 
what kind of bug?

Damn, I hate the way diplomacy is set up in planetfall. So many immutable objects, like you can't link a change of race standing when razing to a doctrine or skill - it will always be read out passive at the start of the game, and any skills and doctrines linked to it just vanish.
Also can't change the race that gets a bonus/penalty when owning a colony/razing/whatever. Kinda annoying me.

I wanted to make a mod to reward staying on one city. My concept kinda worked with bastardizing the race relations, but it failed when I have cities from different races :(
 
well, my problem with the fact that over and over again the same anomalies fell out, it turned out that this is just a bug. I completely demolished the game and reinstalled - now everything is ok.
And as for the structure of file relationships and various parameters inside them in planetfall - it's just a logical hell)

p.s. I communicate via google translator, so sometimes it may seem like I'm talking bullshit %)
 
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