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Author Topic: [0.96a] Adjusted Sector  (Read 413857 times)

Oni

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Re: [0.95a] Adjusted Sector
« Reply #375 on: March 12, 2022, 02:06:22 AM »

Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.
Stay safe.
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casualbeer

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Re: [0.95a] Adjusted Sector
« Reply #376 on: April 08, 2022, 10:44:17 AM »

Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.

Hey Nerzhull_AI, let us know if you're ok :(
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S7

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Re: [0.95a] Adjusted Sector
« Reply #377 on: April 14, 2022, 02:00:50 AM »

These params are looking pretty good for me.
Spoiler
   "sectorWidth":205000,
   "sectorHeight":196800,
   "AdjustedSectorConstellationCount":230,
   "AdjustedSectorConstellationSize":1775,
   "AdjustedSectorConstellationCellSize":11,

   "sectorConstellationRemnantMin":47,
   "sectorConstellationRemnantMax":50,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":67,
   "sectorConstellationRuinsMax":70,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":15,

   "sectorCoronalTaps":15,

   "minNonCoreGatesInSectorMod":41,
   "maxNonCoreGatesInSectorMod":50,

   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":12,
   "XIV_LEGION_SALVAGEBLE_MAX":23,

   "accessibilityDistFromCOM":62.5,
   "accessibilitySameFactionBonus":0.625,

   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":10,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":12,
       
   "BladeBreakerThemed_ConstellationMin_AS":11,
   "BladeBreakerThemed_ConstellationMax_AS":13,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.10,
[close]
I was just wondering if the "accessibilityDistFromCOM" and "accessibilitySameFactionBonus" are appropriate for the Sector size since I just multiplied them by 1.25x, similar to how I multiplied the sector map.
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Supreme stone gamer

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Re: [0.95a] Adjusted Sector
« Reply #378 on: April 27, 2022, 05:22:36 AM »

Can the Modded AI Becaons spawn in the same constellations as Remants or do i have to balance out like if i have 400 constellations i and i have 249 on remant min and 250 on remant max and 49min 50max  on the Modded ai beacons? or can the numbers be all the same?
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battleturkies

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Re: [0.95a] Adjusted Sector
« Reply #379 on: May 03, 2022, 06:14:34 PM »

Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.
Sending all the support and positivity D: D: D: D: hope you and your family are safe
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #380 on: May 09, 2022, 02:21:51 PM »

Can the Modded AI Becaons spawn in the same constellations as Remants or do i have to balance out like if i have 400 constellations i and i have 249 on remant min and 250 on remant max and 49min 50max  on the Modded ai beacons? or can the numbers be all the same?
They cannot. So essentially you need to balance their numbers.
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #381 on: May 09, 2022, 02:22:51 PM »

These params are looking pretty good for me.
Spoiler
   "sectorWidth":205000,
   "sectorHeight":196800,
   "AdjustedSectorConstellationCount":230,
   "AdjustedSectorConstellationSize":1775,
   "AdjustedSectorConstellationCellSize":11,

   "sectorConstellationRemnantMin":47,
   "sectorConstellationRemnantMax":50,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":67,
   "sectorConstellationRuinsMax":70,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":15,

   "sectorCoronalTaps":15,

   "minNonCoreGatesInSectorMod":41,
   "maxNonCoreGatesInSectorMod":50,

   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":12,
   "XIV_LEGION_SALVAGEBLE_MAX":23,

   "accessibilityDistFromCOM":62.5,
   "accessibilitySameFactionBonus":0.625,

   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":10,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":12,
       
   "BladeBreakerThemed_ConstellationMin_AS":11,
   "BladeBreakerThemed_ConstellationMax_AS":13,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.10,
[close]
I was just wondering if the "accessibilityDistFromCOM" and "accessibilitySameFactionBonus" are appropriate for the Sector size since I just multiplied them by 1.25x, similar to how I multiplied the sector map.
They are, so you should be good to go.
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #382 on: May 09, 2022, 02:23:52 PM »

Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.
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vok3

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Re: [0.95a] Adjusted Sector
« Reply #383 on: May 09, 2022, 03:15:52 PM »

Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.

Good to know!  And good luck to you and your country.

I really like this mod, it is something I pretty much can't play without, now.

The ONE thing I would like to see done, when/if you manage to get back to it - the Agni systems from PRV Starworks do not seem to spawn in Adjusted Sector.  But random systems/constellations for Blade Breakers and Sanguinary Autonomous Defectors (which I learned about by poking around in your code!) and of course Remnant work fine.  I'd really like to have some Agni in Adjusted Sector games - I expect it is just a matter of duplicating what was done for BB / SAD for the Agni, but I don't understand how things work well enough to trust trying to kludge it up myself.
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snopey1

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Re: [0.95a] Adjusted Sector
« Reply #384 on: May 10, 2022, 01:05:24 AM »

Hello, I've been trying to make a sector that is overrun with Remnant, I've been trying to get preferably 50-90% of the systems not seeded at the start to have medium/hard remnant with lower ruins around and some Sanguinary for extra flair. I've tried to lower rings in case that was cause no change.

These settings have been higher for me, but only getting what feels like 30% of the worlds right outside center area  (1-3 lyr) but then falls to basically 0 after that. Random Core Worlds disabled its even worse.
Am using Nex but have been seeing this mod work for increasing/lowering remnant and everything else.

I've even tried setting the remnant min/max to 9999, thought maybe it's a % so did 70-90 and nothing I change seems to be adding more remnant. I've tried changing every stat aside from Storms, Arcs (whatever these are), and access bonus.

FYI for 300 constellations I'm getting about 3000-3300 planets in 1100-1300 systems.

Any help/suggestion is appreciated.

Spoiler
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":144000,
   "sectorHeight":144000,
   "AdjustedSectorConstellationCount":300,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":8,

   "sectorConstellationRemnantMin":1000,
   "sectorConstellationRemnantMax":1250,
   "sectorConstellationRemnantSkipProb":0,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":0,

   "sectorConstellationRuinsMin":1000,
   "sectorConstellationRuinsMax":1500,
   
   "sectorDerelictMotherships":0,
   "sectorDerelictCryosleepers":2,

   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":4,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":200,
   "maxNonCoreGatesInSectorMod":300,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":0,
   "XIV_LEGION_SALVAGEBLE_MAX":0,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":50,
   "accessibilitySameFactionBonus":0.5,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":30,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":60,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":13,
   "BladeBreakerThemed_ConstellationMax_AS":25,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]

Edit: Found a better settings closer to what I want, was able to find 40 Remnant beacons fairly quickly in testing. Idk why raising ruins raised remnant when everything I've seen on forums say more  ruins = less resources for remnant.
« Last Edit: May 11, 2022, 08:14:41 PM by snopey1 »
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casualbeer

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Re: [0.95a] Adjusted Sector
« Reply #385 on: May 13, 2022, 02:29:03 PM »

Also, i'm not dead! And relatively safe.
I'm probably gonna still take additional time to resolve my work-related stuff, but after - there will be update.

Man, good to hear you're ok. The *** is *** terrifying. Greets from PL. I hope it will calm down soon.
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Jade Tendency

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Re: [0.95a] Adjusted Sector
« Reply #386 on: June 03, 2022, 06:23:51 AM »

I only get 2 Shunts even if I have it set to 50.
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Khaos

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Re: [0.95a] Adjusted Sector
« Reply #387 on: June 07, 2022, 09:53:21 PM »

Hello all,

I am just going tro bounce off my numbers off of you, so I can verify if my thinking was right. I am going to sleep, so I hope some responses come in, either correcting or confirming. I want to start my first modded game with nexerelin, and hope for a long game of factions pushing borders back and forth.

Since my pet peeve was both a not large enough sector, and since it was also not rectangular, I took out the calculator, and made up a theoretically large sector with the following details. My aim is literally to only enhance the size of the sector, and keeping vanilla-like proportions with everything that should be in the sector, if not a bit more richer, since constellations and stars can get a bit underwhelming on the vanilla map.
By starters, I figured out that the small cells on the map are 2000 units of width/height, so I made up my number based on that.
   #"sectorWidth":180000,
   #"sectorHeight":180000,

After that, I established that my sector dimensions grew with the following amounts: width to 109.75% | height to 173.07%
Multiplying those two, I got the aggregate growth of the sector at about 189.94%. That Basically is 190%, so if I multiply everything to this ratio, the distribution of things should end up vanila like. Since I would not mind a bit more constellations and stars on the map, I can bump that number to a convenient 200%, which should mean that I can multiply my constellation count by 2.
   "AdjustedSectorConstellationCount":200,


Now, to the things I could not figure out; how are the remnant and ruins spreads calculated? Are these total number based, so i'd need to adjust the numbers based on the sector size, or are they proportional, so I can leave them for the vanilla-like experience?

"sectorConstellationRemnantMin":15,
"sectorConstellationRemnantMax":30,
Game will roll the dice from sectorConstellationRemnantMin to sectorConstellationRemnantMax (in this case - from 75 to 125)

"sectorConstellationRuinsMin":20,
"sectorConstellationRuinsMax":40,
Game will roll from sectorConstellationRuinsMin to sectorConstellationRuinsMax (in this case - from 50 to 75)


And lastly, these are either not modified, because the modded value is already larger, and most likely needed, or were just modified towards the larger sector I made;

   "sectorDerelictMotherships":5,
   "sectorDerelictCryosleepers":5,
   "sectorCoronalTaps":10,
   "minNonCoreGatesInSectorMod":25,
   "maxNonCoreGatesInSectorMod":50,
   "accessibilityDistFromCOM":55,
   "accessibilitySameFactionBonus":0.55,

And the few not mentioned I don't care about or wanted to modify anyway.

Thanks for whoever takes time to read and respond!
« Last Edit: June 07, 2022, 10:32:57 PM by Khaos »
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A_Random_Dude

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Re: [0.95a] Adjusted Sector
« Reply #388 on: June 08, 2022, 06:00:15 AM »

Hi!

Since I've been experimenting on adjusted maps myself, I guess I'll give you my opinion.

First thing to take into account when adjusting your settings is how much your game will lag (the larger the map, the farther AI hyperspace fleets will tend to venture, making it more difficult for your pc to handle the game), and how far you're willing to go for low paying bounties (for some reason, they tend to often spawn at the edge of your maps, so it's not worth it to spend 80k in fuel for a 40k bounty). While 180kx180k map size is already pretty big, I think that reducing it to 160kx160k should be enough.

Second comes the constellation count. From what other users have said, it seems that 150 constellations is the absolute max "stable" amount you can put in your game. Any more than that, and it'll visibly contribute to late game lag, while also making your map feel really crowded. Ah and to be frank, you don't really need much more to explore.

Finally, I wanted to know one thing: will you use DME and/or SAD? You said you didn't want to modify their settings, but whether or not you use them will have an impact on the constellation count, so...

As for the theme count you're showing, it should work even if you follow my advice and go for a 150 constellation count, so there shouldn't be any real reason to worry. Just in case, remember that a mothership theme takes 5 constellations from your total count, so here it'd take 25!

And... I think that's about it. Hope my little rant helped!
« Last Edit: June 08, 2022, 06:02:28 AM by A_Random_Dude »
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Khaos

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Re: [0.95a] Adjusted Sector
« Reply #389 on: June 08, 2022, 02:39:24 PM »

Thanks for the notes!

I have in the meantime grew the width further, and grew the numbers on constellations, systems, motherships, and all the likes. I am not lagging so far, and I have resources in my PC for days for the game. I currently have 8gigs allocated for the game.

I have found some templates for the remnant and ruins ratios,so I have adjusted the numbers, but I still don't necessarily know what's up with them :D
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