Suggestion: Caps.xml

a file to hold game rules

Modding the game into a new and fresh vision requires extensive revision of the rules. The capped values found throughout the game are appropriate to GalCiv2, but cause a corridor effect on the space of possible mods.

Suggestion: Caps.xml
< caps >
< MaxPop >100< /MaxPop >
< MaxPopMoralePenalty >80< /MaxPopMoralePenalty >
...
< /caps >
4,142 views 3 replies
Reply #1 Top
From what I understand, the caps are mostly for perfomance reasons. Over 100bil pop a planet can REALLY screw up a computer (not sure how, but apparently it does), the sensor cap causes horrible lag, the morale cap makes it so it's not impossible to get 100bil pop, but still difficult to do. And so forth.
Reply #2 Top
I'm sure there are very good reasons for the cap limits but being able to change some of the values that are hardcoded at the moment would be nice. Even if we wanted to be able to lower them even farther or raise them at our own risk.

Things like the hardcoded starting ability points would be nice. I found it much easier to make 6 levels of ability bonuses by using cost at power of 10 since I couldn't use decimals but I can't change the ability points from 10.

Just having the ability to mod more areas of the game would be great.
Reply #3 Top
Yeah, that would be great. I second the notion, but somehow I don't think it's going to happen. It would be just one more layer of possible problems that SD would have to deal with.