Yeah, I that value should just be the hard cap on breakthroughs that can be researched. I'm guessing when at 0 it went all buggy because the game expects you to research some breakthrough techs. Also, if you want more breakthrough anomalies on the map I can put that in the mod also. I just quickly put together the mod for you now and I will be adding stuff to it as updates later on. I don't know if I will change how many breakthrough's you get by scanning the map though. I will probably implement a way to get more breakthroughs for mid game and late game as I don't want people having a bunch of breakthrough's early on. I have already implemented a way to get breakthroughs late game by simply having one of the wonders unlock more breakthroughs.
const.BreakThroughTechsPerGame is used only once: To set a variable which is used to determine the number of breakthrough anomalies that are spawned. That number is then added with BonusCountBreakthrough for final number of breakthrough anomalies. BonusCountBreakthrough is set from a sponsor/commander variable:
Code:
'anomaly_bonus_breakthrough', range(min, max),
Also getting a bunch of breakthrough tech unlocks early isn't a problem since the research costs increase so dramatically.
EDIT: const.BreakThroughTechsPerGame is used only in random maps. I'm not still not 100% on when a map is random vs non random but I think non-random is any named map area, IE Viking 1 Landing Area, while random is any "Colony Site" map.
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