Question about modding planet quality

No PQ 0 worlds

how would i set a minimum PQ of 1 in new games?

I have no experience modding.

thanks,
CB76
6,284 views 7 replies
Reply #1 Top
Hate bumping old threads, but after an hour+ of searching I've not found any direct information on changing the PQ's of randomly generated planets.

I want to go further than the original poster--I like large/huge galaxies, but hate 200+ PQ 4 worlds. I'd much rather be able to set worlds dispersion to rare, but know that if a world is habitable, it's going to be a minimum of PQ 8 or so.

I've messed around with PlanetDescriptions.xml, setting the bottom range of the
Reply #2 Top
I hope you realize that in DA (NOT DL!) the maximum, fully planet-formed PQ of a base PQ8 planet is PQ11.

The max developed PQ of a standard PQ4 is either PQ13 or PQ16 (there is a random variation).

The max developed PQ of a standard PQ3 is either PQ9, PQ12, or PQ18.

The max developed PQ of a standard PQ1 is PQ19.

A galaxy full of base PQ8+ planets is not necessarily a bargain under the latest game engine.

drrider
Reply #3 Top
The range of PQs that can spawn randomly is set in the game's code, and thus can't be modded, AFAIK.
Reply #4 Top
The range of PQs that can spawn randomly is set in the game's code, and thus can't be modded, AFAIK.



Hmm...as a game developer myself, I'm very surprised that's not a moddable process.

I flat out detest the way AI's flood my internal sphere of influence with colonies on PQ 1 to 3 worlds, leaving me with dozens of worthless bases after they come over to the dark side.

While Influence certainly shouldn't keep other's ships from entering, the AI should be much more aware of the vulnerability of these rediculous bases and not waste the effort. It's even more annoying when they do it, then declare war on you after all the bases defect to your side.
Reply #5 Top
I hope you realize that in DA (NOT DL!) the maximum, fully planet-formed PQ of a base PQ8 planet is PQ11.

The max developed PQ of a standard PQ4 is either PQ13 or PQ16 (there is a random variation).

The max developed PQ of a standard PQ3 is either PQ9, PQ12, or PQ18.

The max developed PQ of a standard PQ1 is PQ19.

A galaxy full of base PQ8+ planets is not necessarily a bargain under the latest game engine.

drrider


No disrespect intended, but this doesn't make much sense. You are saying that a planet that has a "raw" PQ of 8 can only be increased through game actions to 11, while one of PQ 1 can go to 19?

I just don't want to eventually "inherit" 30+ planets with a max size of 5-6 after the AI stupidly invades my sphere of influence and colonies every piece of gravel that can hold a Starport.
Reply #6 Top
Then destroy the colonies as you get them.
Reply #7 Top
No disrespect intended, but this doesn't make much sense. You are saying that a planet that has a "raw" PQ of 8 can only be increased through game actions to 11, while one of PQ 1 can go to 19?


Yes, in Dark Avatar, that is how the terraforming techs eventually work out.

As I said, however, that is absolutely NOT the case in GC2:DL - In DL, low PQ planets are fairly trashy, although there are strategies that can use them quite effectively (as multiple tiny lab sites for example, since labs have no dependence on population or anything external except total civ finances).

Now, the base PQ8 (or 5, 6, 7, etc) planet in DA has a chance for tile bonus' (Precursor Mine, Fertile Ground, etc) that will never show up on a low base PQ planet, regardless of planet-forming improvements.



Note that various random events in either version can ramp up the PQ of ANY planet, doubling or quadupling the current available tiles in some cases...but you can't manage that, other than to do things (exploration, invasions) that stimulate random events.

drrider