Tinker with strategic range

A place for discussion of making game modifications.
Noyyau
Posts: 40
Joined: Mon Nov 25, 2019 9:07 pm

Tinker with strategic range

Postby Noyyau » Mon Jun 22, 2020 5:15 pm

I'd like to experiment with different values for the strategic range, especially in the early game.
I've attempted to look into the lua files though honestly I've no idea what I'm seeing.
Is there a file where I can simply change a "2" into a "3" (or whatever the actual numbers are) and see how a game goes with different range values?

P.s. yes I'm aware there's the option at game setup to have denser or sparser stars, but that isn't what I'm looking for. I've been quite pleased with the balance of travel times with the sparse stars, I'd just like to see if/how the AI manages to better expand with more reachable systems in the early game.

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siyoa
Posts: 180
Joined: Fri Apr 21, 2017 3:19 pm

Re: Tinker with strategic range

Postby siyoa » Thu Jun 25, 2020 5:21 am

I think you can start here, file @tech_properties.lua

Code: Select all

EmpireProperty.bonus_drive_speed =  empire_inc_function('bonus_drive_speed',0)
EmpireProperty.bonus_drive_range =  empire_inc_function('bonus_drive_range',0)
EmpireProperty.base_drive_speed =  empire_set_function('base_drive_speed',0)
EmpireProperty.base_drive_range =  empire_set_function('base_drive_range',0)

EmpireProperty.drive_speed = function(empire)
   return empire.base_drive_speed + empire.bonus_drive_speed
end

EmpireProperty.drive_range = function(empire)
   return empire.base_drive_range + empire.bonus_drive_range
end


try change that last section to this (or +2, +3)

Code: Select all

EmpireProperty.drive_range = function(empire)
   return empire.base_drive_range + empire.bonus_drive_range +1
end
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Noyyau
Posts: 40
Joined: Mon Nov 25, 2019 9:07 pm

Re: Tinker with strategic range

Postby Noyyau » Thu Jun 25, 2020 5:28 pm

Thank you siyoa, that is exactly what I was looking for and that +1 works.


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