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sresk

First Lieutenant
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Jan 27, 2007
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Hey guys I'm seeing lots of mods that just unlock many or all of the breakthroughs this is a little too cheety for me :) What I'm looking for is something that just spawns more10-15 more breakthrough anomalies on the map. This way the player still has to explore and research but it would allow for more total breakthroughs than is currently possible.
 
I can always look into making something inbetween the current mod and the default values. Should be easy.
 
Okay, so I looked into it. The default value is 13 for how many you can unlock in the game and there are 55 breakthrough techs in total. Any idea on how many you want to be available per game? I was thinking somewhere around 28?
 
That sounds about right. Basically to match the number of techs in any one field. I'm currently trying to figure out my way around the mod creator myself right now. What game value are you modifying?
 
I'm not using the mod editor. I try to use it the least amount I can since its quite buggy. I'm looking in the games Lua's. "const.BreakThroughTechsPerGame = 13" That's the line in question btw.
 
So just by setting that value to 28 the game will spawn more anomalies on the map? Or is there a second value that controls the number of anomalies on the map?
 
I'm not quite sure where the code is for "Anomalies Spawning". I think meteorites can have an effect on it, and they are generated when the map is. I will look now though.
 
Lol I've made small mods for plenty of other paradox titles in the past... this one is nowhere near as user-friendly. I feal like a noob I can't even find the games lua files :D
 
That value I gave you before is the cap on breakthrough techs per game. So you can only have 13 of them unlock per game by default. Also, don't worry, I will make the mod for you. I just need to make sure I know exactly how it all works and what effect said changes will have on the game exactly. Give me a few hours at most and I should have the mod done. I will post the Steam link in this thread once I'm done.
 
Now, so I know what exactly do you want? So far I'm going to make a mod that lets you unlock more breakthrough techs per game (28 instead of the default 13). Do you want more of them to spawn from anomalies?
 
Hey I appreciate it :) I'm putzing around with it myself just to try and learn how this game is modded as well but... Yeah in a perfect world what I'm looking for is a game that has more breakthrough anomalies on the map that need to be scanned (and yeah 28 seems like a fine nNoneer) Non of those break throughs are unlocked at the start of the game, you still have to go through the process of scanning them and researching them. And yes due to increasing research costs I'm sure the last few will get very expensive.
 
Okay, working on it. Will post the link once it's done, should only take me an hour or less.
 
Okay, the mod is done. http://steamcommunity.com/sharedfiles/filedetails/?id=1339599503 Don't forget to rate it up and also, check out my other mods. Most of the mods I make are going to be difficulty or realism changes. Other mods will mainly be stuff I just felt needed to be changed such as birth rate speed and the short lifespan of colonists. FYI I also changed how many techs and the research boost % one of the wonders will give you upon completion, this was just for balance reasons.
 
Quick feedback. While you were working on this I made a small mod to test "const.BreakThroughTechsPerGame" I tried values of 0, 100, 50 and 28 and then started a new game and brought along 60 probes to scan the map. While this wasn't a thorough testing because I only tried 4 times. I didn't appear to change the number of anomalies on the map at all. What was really strange was that when I set the value to 0 a few anomalies still spawned and I could still research breakthroughs.

So I'm fairly certain that there must be another variable that controls how many breakthrough anomalies get generated on the map. Where is the games lua files stored I'll go looking for that value.
 
Quick feedback. While you were working on this I made a small mod to test "const.BreakThroughTechsPerGame" I tried values of 0, 100, 50 and 28 and then started a new game and brought along 60 probes to scan the map. While this wasn't a thorough testing because I only tried 4 times. I didn't appear to change the number of anomalies on the map at all. What was really strange was that when I set the value to 0 a few anomalies still spawned and I could still research breakthroughs.

So I'm fairly certain that there must be another variable that controls how many breakthrough anomalies get generated on the map. Where is the games lua files stored I'll go looking for that value.

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.
 
I will most likely add some code that increases how many anomalies drop from the meteors. I think that would be a good way to get them extra breakthroughs on the map. That way, you won't get heaps early on but, will gradually get them through the course of a game. It will require a good amount of testing to get the right value for the variable though, so just give me some time buddy.
I was thinking about doing a disaster overhaul later on anyways, to add more difficulty to the game. So I will be going through that part of the code extensively anyways, hence why using meteors to spawn some extra anomalies makes perfect sense for the "More Breakthroughs (Balanced) mod.
 
Yeah I'm guessing the 0 value was buggy too like I'm sure setting a negative value may do bad things :) What I'm concerned about is allowing a max of 28 breakthroughs but then having the game only spawn 10 anomalies... there's no way to hit that max. In an ideal setup, it should spawn about 5 more normal anomalies, 5 more deep scan, and then another 5 from events/wonders/etc.
 
I like the idea of them dropping from meteors thats a nice touch. I'd still like to help can you tell me how you found the Lua's? I can poke around in the code myself I just don't know where the games values are.
 
I like the idea of them dropping from meteors thats a nice touch. I'd still like to help can you tell me how you found the Lua's? I can poke around in the code myself I just don't know where the games values are.

I will send you a PM.