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  #11  
Old May 19th, 2005, 01:43 PM
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Default Re: Increased Colony costs for \"flavor\"

The rock/ice methane bug in sectortypes.txt does indeed make only a small effect.

The systemtypes.txt is where the huge issues crop up.
Far too many Rock/Any calls, not enough Ice/Any calls.
Rock/None is also far more common than Ice/None in the systemtypes.

The map analyser covers the effects from everything:
- sectortypes.txt
- systemtypes.txt
- quadranttypes.txt (choose one quadrant to analyse)
- settings.txt (the population modifiers to SY rate and resources)
- planetsizes.txt (facilities, population, domed planet modifiers)
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  #12  
Old May 19th, 2005, 01:51 PM
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Default Re: Increased Colony costs for \"flavor\"

Quote:
Suicide Junkie said:
The systemtypes.txt is where the huge issues crop up.
Far too many Rock/Any calls, not enough Ice/Any calls.
Rock/None is also far more common than Ice/None in the systemtypes.

Are we talking about stock SE4 here? I was not aware that there were any system type entries specifying the composition as rock. The only planets specified at all that I am aware of are the tiny/none same as entries for the moons. Those can be any composition, but will always be rock or ice since there are no none/gas giant worlds.

I did a check just now and what I thought was correct. No composition specific entries at all in the system types file. Unless I'm blind SJ? Are you working with something other than stock files there? Maybe that was an anylsis of Fyron's Quadrant mod?
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  #13  
Old May 19th, 2005, 01:57 PM
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Default Re: Increased Colony costs for \"flavor\"

Hrm. There are no calls there in stock. Must have been thinking of FQM indeed.

However, those stats ARE for stock, and the bugs are indeed in the sectortypes.txt

From the count of entries in sectortypes.txt:
tiny: 0 gas, 27 rock, 18 ice
small: 0 gas, 27 rock, 18 ice
medium: 8 gas, 27 rock, 10 ice
large: 16 gas, 19 rock, 10 ice
huge: 24 gas, 11 rock, 10 ice
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  #14  
Old May 19th, 2005, 02:17 PM
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Default Re: Increased Colony costs for \"flavor\"

Well I stand corrected. I was not aware the discrepancies were that great. The only one I ever heard of was that one methane ice. I had never heard this mentioned before in any of the conversations we had about this issue.

I wonder if Malfador intended for this discrepancy to exsist? It wouldn't be a problem if the game would pick a composition and a size and then pick a sector type to match that instead of randomly choosing from the list of all sector types. Maybe that's what he intended and so he never bothered to make sure the rock and ice worlds appeared an equal number of times in the sector types file.
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  #15  
Old May 19th, 2005, 02:36 PM

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Default Re: Increased Colony costs for \"flavor\"

Or maybe they aren't -supposed- to be equal, on the assumption that more players will have the Rock planet type than the Ice planet type.
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  #16  
Old May 19th, 2005, 03:07 PM
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Default Re: Increased Colony costs for \"flavor\"

That only matters if the players allow others to colonize in their space, or if a rock player is willing to triple up an Ice empire for a 50% increase in their own empire.

As the charts show, "Ice + Advanced Storage Racial Trait < Rock" That's Brutal.
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  #17  
Old May 20th, 2005, 11:52 PM
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Default Re: Increased Colony costs for \"flavor\"

Thanks for all the good responses. I forgot to mention that in addition to increasing the colony costs, "we" are also increasing the facililty space to all planets, to include "domed". Thanks again.
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  #18  
Old May 21st, 2005, 12:55 AM
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Default Re: Increased Colony costs for \"flavor\"

Be sure to run the map analyser to check for any stat-skewing typos or other bugs
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