So going through the various folders for the game, checking out different xml files in notepad++ and making small edits as advised elsewhere to get better maps out of the random map generator, I have begun to wonder what other tuneups can be made to improve the game?
BACKGROUND TO MY QUESTIONS BELOW
Currently I am wanting to: (these are my thoughts with my thinking impacted heavily by the "Stars at War" series by David Weber, as well as his Honorverse novelsm and mind simulations carried out while thinking about how space battles might go in reality)
- Decrease the logistics cost of all ship sizes universally for all factions, now and future
- Tiny ships from 1 to 0
- Small ships from 3 to 1
- Civilian ships from 5 to 2
- Medium ships from 5 to 3
- Large ships from 7 to 5
- Huge ships from 10 to 7
- Increasing the base logistics cap of planets, shipyards, stations, and fleets
- Planets supply cap raised from 60 to 250
- Shipyard supply cap raised from 60 to 200 OR 150 +50 per sponsoring planet (400 maximum logistics supply with 5 sponsoring planets)
- Star base supply cap raised from 60 to 150
- Fleet base supply cap raised from 24 (or whatever small number it is at the start) to 50
- Boost the increase granted by various logistics impacting techs on fleet sizes
- No bump on the specializations that include a logistics option just the pure logistics techs
- Interstellar Logistics bumped from 10 to 25
- Fleet Logistics bumped from 10 to 25
- Deep Space Logistics bumped from 10 to 25
- Galactic Logistics bumped from 10 to 25 (fleets finally have 150 supply matching the smallest defending fleet around star bases)
- A truly well fortified planet should take multiple LARGE fleets to reduce before you can invade, not just a half dozen uber huge cap ships
- Boost the hit points of a number of ship sizes as needed to balance the logistics changes
- until changes are made and tested these values are just off the cuff
- idea is that as weapons get drastically more powerful you will need the massive hp buffs on the bigger ships to ensure they keep their value with how big a swarm the logistics changes will permit players and AI to assemble
- Manufacturing costs per hull size should also be increased across the board
- Tiny ships get no change, remain 25 hp
- Cargo ships get no change, remain 10 hp
- Small ships get no change, remain 50 hp
- Medium ships get a bump from 100hp to 250 hp
- Large ships get a bump from 250 hp to 1000 hp
- Huge ships get a bump from 500 hp to 5000 hp
- Possibly add "role" benefits and penalties to differing ship sizes, ex:
- Tiny ships gain a 100% increase to tactical speed, 50% evasion bonus vs large/huge ships, 25% damage bonus vs large/huge ships
- Think Eggshells with sledge hammers, small, fast, agile, hit hard, but no way to survive a hit against them
- Best given Assault or Interceptor roles pending what you want them to shoot at before they die
- Small ships gain a 50% bonus to tactical speed, 25% evasion bonus vs large/huge ships, 50% increased accuracy vs tiny/small ships
- Still Eggshells but purposed to go after the tiny ships and other small ships; commerce raiders if trade route piracy ever becomes a thing; also first tier to be really decent for scouting and exploration
- Best given Guardian or Escort roles so they chase down the enemies pesky economy fighters (if a small ship destroys a great big one, that is a huge economic edge to the small ships side, this is born out by evidence of carriers replacing battleships IRL and in most games, novels, and movies)
- Medium ships gain a 50% increased accuracy vs tiny/small, 25% range increase for kinetic, and 25% fire rate increase for missiles/torpedoes
- First tier of ships to get a health boost, meat to be escorts to larger ships and fend off fighter/interceptor/bomber wing attacks; the more ideal size for scouts and surveyors
- Best given Guardian or Assault roles depending on how far into the game you are, the presence of desirables to defend, and if you are the aggressor or the agressee
- Large ships have a larger default galactic movement speed (3 or 4 base movement before engines added), 25% damage bonus to all weapons vs all ship types, 50% mass reduction in carrier modules
- This is the first level of true capital ships sizes you get, also are the backbone of assault fleets and defense fleets, they are also the ideal hull for building fast carrier groups around
- Best given Capital , Support, or Assault (if built cheap enough) roles depending on use. Carriers and Capital ships are great for protecting infrastructure and planets. They are also good at projecting power into enemy territory. Carriers in particular can devastate enemy fleets when in sufficient numbers
- Huge ships have a larger default galactic movement speed (3 or 4 base movement before engines added), 25% damage bonus to all weapons vs all ship types, 50% mass reduction in ship and fleet support modules (NOT CARRIER MODULES), 50% bonus to all defensive modules
- These ships have LOTS of room to add things, they are meant to be capital ships period, sure you can add a ton of carrier modules but you won't have room for much else, they should be built around massive firepower and individual ship or fleet buffing bonuses, or ECM and ECCM to harass enemy fleets. They are big, tough, powerful, and meant to be the final word on the battlefield, unless you don't escort em with anti-fighter units then they should ultimately get torn apart by massive swarms of zerglings, I mean tiny ships fitted with 2 or 3 nightmare torpedo launchers, since they would cost ZERO logistics making it theoretically possible to build a fleet of an infinite number of such tiny ships
- Increase the manufacturing costs for each base hull size by 10x for medium and larger hulls
- Enable construction slips in shipyards that can build different size hulls and allow for the simultaneous construction of several ships from the same yard and allocation of resources to each slip
- 5 slips for different ship types
- 1 slip for large and huge hulls
- 1 slip for cargo hulls
- 3 slips for tiny, small, and medium hulls
- Resources allocated automatically depending on construction tasks
- When all 3 slips types are going at once:
- 40% of all hammers allocated to the capital ship slip
- 20% of all hammers allocated to the cargo slip
- 40% of all hammers allocated to the 3 medium slips shared evenly
- When the capital slip is going:
- Capital Slip and Cargo Slip -- 80% Capital 20% Cargo
- Capital Slip and Medium Slips
- 1 medium slip -- 80% Capital 20% Medium
- 2 medium slips -- 70% Capital 15%/15% Medium
- 3 medium slips -- 60% Capital 13.3%/13.3%/13.3% Medium
- When the cargo slip is going, it receives 20% of all hammers when any other slip is going (Civilian construction is dirt cheap, period)
So with the desire to make the above changes in mind that brings me to my questions and the purpose of this post.
1. Has anyone bothered to go through all the XML files and create a "Table of Contents" listing each file and and a brief synopsis of what the file contains?
2. Has Stardock published such a "Table of Contents" to assist modding?
3. Is there a list of definitions for the various terms used in Stardock's XML files?
4. Has Stardock published a reference listing of what each entry in the XML files means?
5. Has anyone started to go through each XML file and make such an in depth reference? (This one I know would be a monstrous task for anyone not working for Stardock on GalCiv3 for reasons of not being privy to Stardock's inner thoughts and game design bible and sheer number of files)
P.S. Does anyone know which XML files to mod to change the logistics values for all hulls, logistics caps for all defensible assets (planets, shipyards, star bases), standard logistics techs so all races benefit including custom races, and the XML file to adjust hull baseline hp and manufacturing costs?
P.S.S. I tried to place my background wall of text in spoiler tags and they are not working. Anyone know why not?