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AboutA mod to solve two problems:
-modded factions are too far from core, but missions and faction interactions are made for the faction being in the core
-Random Core World start from Nexrelin breaks a lot of missions
What does it do:- gives 3 options to re-arrange the systems in the sector
1. Move all Systems with inhabited worlds to the core in a donut shaped area
2. Take all inhabited systems of the sector and randomize their position in a donut shaped area
3. Randomize the position of every system in the sector (Expect a number of worlds to collapse due to low access)
4. Enables to add bonus access to all systems so that the colonies dont all die when randomized.
You can set the external and internal size of the donut shaped area. The suggested values are for up to 10 modded systems. If you have more, you might want to slightly increase the external radius.
Planned content:1. Add List of Sytems that shouldnt be moved
2. remove all not inhabited planets from inhabited systems and add a random amount of new planets to each
(I need to know all not inhabited planets that have missions associated to them to prevent them from being deleted)
step 1. do it for the core worlds
step 2. generalize it for the modded systems
3. give the game a feeling of increasing despair and rush to obtain the last remains of tech
step 1. sector wide overtime increasing decay of production/access/fleet quality
step 2. make it in function of the total population size of each alliance.
(if you dont have enough people to cover all needed job specializations, you will start losing know how)
step 3. increase aggression of factions that dont have colony items towards those that have more.
CreditsSpecial thanks to the members of the Galatia Academy Discord who repeatedly helped me with the code:
Lukas04KayssarRuddygreat
and whoever wrote that hyperspace clean up function. (I think it was from Nexerelin or UAF code)
NotesSince Im using this to learn Java and how to work inside of a larger program, feel free to