rtcvb32: Later i'm sure i'll be swimming in rez, though early on i really don't want to rely on staying near a mining base and getting say 300 a minute...
....
i tried raising the levels to 10x normal in a different mod, and it ended up with FEWER crystals rather than more rez. The effect i think made it so if the value it calculated was too low, it was just being ignored and dropped. So just raising the values doesn't guarentee you are getting more crystals, just fewer that are of higher value. Likely it generates a new class of rez, starting from the largest and then goes up the chain until it matches the right one.
I know in a different mod (Fight for Big Beef) All rez were 0, so you'd see huge purple rez floating around with a 3-5 second life span, and if you picked them up nothing would happen, this makes me think that's how it works. Plus classes know their parents, not their children... So going up is easy.
Thanks, found the bastard! In $mod_dir / gameScripts / datablocks / asteroidDatablocks.cs
there is a var "resourceMaxValue" which is a hard limiter of maximum value the exploding asteroid can emit.
So if in pickupDatablocks.cs (in same directory), in PickupDatablock(ResourceRockGreen: ResourceRockBase), "value" is above 19 (resourceMaxValue in asteroidDatablocks->AsteroidBase_Small) then it will never spawn from small Asteroid. And small Asteroids often spawn on low-level mining planets.
Because the default for "green rez" is 1, I assume that hardlimit is performed on total value of items (each successfully rolled instance deducts the limit) - it can spawn up to 19x green rez if its value is 1 at 0.7 chance, or 1x green rez if I change it to 19 at 0.7 chance. It will never spawn crystal with higher than 19 value.
This explains the reason for Rez starvation: each "resourceMaxValue" of each Asteroid needs to be scaled according to the scale of var "value" of each of ResourceRockXXX classes in pickupDatablocks.
Taking from stock, a good multiplier for resourceMaxValue is 15x-20x of corresponding Rez class (ResourceRock(Green,Blue,Yellow,Red,Purple) etc).
I am releasing a fix for this and will add comment to pickupDatablock as well.
rtcvb32: Or you could do like the base game does and have perhaps the very first slot as a level higher than the rest allowing and forcing
some diversifying. I agree too many huge hulls too quickly would make it way too easy (
assuming you can even build them)
Possible, but defeats the message of the mod in "unblocking" stuff while still keeping it balanced.
Base game has an idea of first slot for Human pilot and two-three slots for friendly AI. Most of the time AI is dumb and engages larger enemy AI ships, which get its destroyed and slowly leaks Rez/Goons from player.
But in Base game the Human wrap gate is also uncloaked. Plus it spawns close to enemy bases (I have not yet found way to make it spawn at longer distance).
Which means Base game - enemy bases and ships will prioritize wrap gate - so Human is also forced into protecting it, which makes many missions PITA and destroys tactics of cloaking/mining/bombing completely in its roots.
Ok, but even in more positive events, if Human ship is destroyed, Human has to rely on presence of warp gate to get larger ship, because until act four Human has topmost one huge hull plus array of smaller useless (in base game) hulls.
There are basically three acts in game, as first act is intro and for tiny hulls only. Act
two is game beginning and by default unlocks you into small hull tier, but also forces human to have tiny hulls (which fragment easily). Act four is zombie act and endgame, but huge hulls already present in Act three.
In my mod there are few key differences, which is my response to overpowered first slot:
- hulls are rebalanced by price, stats and hull protection. That means that at least half of the hulls within same size are warrior hulls, that weight more, turn around worse, cost more, have more weapon slots, and can be a formidable challenge for regular hulls of +1 size.
- weapon slots are unlocked to max extent possible. Possible to install missile in cannon/laser slot. Drone or mine into bomb slot. And vice versa. Other mods just add more unique hulls. But game already has enough hulls. New hulls then cause player to use them to have advantage over "classic" hulls. In my mod, all classic hulls are far more universal in weapon combinations, so there is no need for unique hulls at all.
- missiles, mines, bombs, drones are more fatal. They easily can replace beam/cannon trees. A group of cloaked miners are damn scary and offensive. In base game those weapons are secondary, which caused players to always decide what is better beam or cannon, usually picking cannon tree and having more PITA in start, then engaging into direct fight rather than tactics for 80% of time. Drones also were changed that the bomber drones really use missile tree, no longer cannon.
So, I think I will unlock all hulls at act one!..
Schematics are required to build all those ships. And they are bound to star-class. And high-value star-classes only appear near end of act three. I will just bump schematics number requirement (which is already bumped compared to base and balanced by weighted table), so that players can't easily hunt one big hull and "terrorize the game" to own pleasure.
rtcvb32: Odd, earlier i had lasers/rockets and i was only using the right mouse button and it keeps firing lasers. (
Mostly too far away sometimes so use rockets that are longer range, and once they are within range use lasers)
A small update here - I am unsuccessful so far.
Turns out that somewhere in binary game code, code checks for LMB and presence of cannon or beam (not slots/launchers, actual weapon) or RMB and missiles/bombs/mines. If positive, it triggers their state (beams fire, mine field gets deployed or destroyed etc).
The "launchers" (each weapon has one, its weapon slot on ship hull) turned out to be merely LIMITERS of what you can install. So, in my mod there is really no difference between what used to be base shooter slot and missile slot.
I replaced all missile launcher slots with shooter slots in hull designs - as opposed to accepting same weapons; stripped missile launcher slot of all weapon capabilities; started new game - missiles still trigger on RMB while beams/cannons on LMB.
Granted, the same limitation exists in Base game; its just that in my mod player can combine far more weapons, that this problems of mouse-button conflict between missile weapons and other non-shooter weapons surfaces. I just want to have less limitations.