Reply #1 Top

Not directly.  Elurium is apparently based on nebulas.  I have increased nebulas and blackholes (antimatter is based on this resource) to common, and made asteroids rare (Durantium).  I find a bit more, but not enough, next game I may go abundant nebulas/blackholes.  Personally, I'd like the default to have these 3 resources split fairly evenly.

 

Do a forum search for elurium.  I cant remember who, but someone was doing some testing with this, and has much better insight. 

Reply #2 Top

I put together a Resource Generation Re-balance mod here, which makes Elerium a good bit less rare. You'll still want a pretty high Nebula rate though.

Reply #3 Top

I couldn`t find it in my map either. What slider controlls Elerium? The general resources?

Reply #4 Top

It was turielD who made the previous post, and a mod :)

 

durantium -> Asteroids

elurium -> nebulas

antimatter -> black holes

promethium -> ? - i believe tied to asteroids, but more infrequent than durantium

 

 

Resource Pull Down will adjust all of them, I would imagine proportionally.

Reply #5 Top

Just to be clear my game settings were as follows:

Size: Gigantic

Type: Random (looks like scattered got picked)

Star Freq: Occasional

Planet Freq: Common

Hab Planet Freq: Occasional

Extreme Planet Freq: Uncommon

Pirate Bases: Rare

Asteroid Freq: Uncommon

Nebula Freq: Uncommon

Black Hole Freq: Uncommon

Resource Freq: Uncommon

Relic Freq: Uncommon

Crystal Freq: Uncommon 

Anomaly Freq: Uncommon

Difficulty: Challenging

Game Pacing: Very Slow

Research Rate: Very Slow

United Planets Freq: Regular

Galactic Events: Occasional

Minor Races: Occasoinal

Tech Trading: On

1 Human 7 AI

 

There are 3-5 blackholes on the map, plenty of nebula, but no elerium.

Reply #6 Top

Elurium's chance per nebula is MUCH lower than Durantium's chances per asteroid.  I havent looked at the XML like TurielD, but to me I guessing thats a hardcoded modifier (well, hopefully just coded in the XML defs files), different for each resource.  To me its all proportional to map size.  Current experimental game, using Common Nebula, Occassional Resources, and within my proportionate part of space(1/7th), I find 2 Elurium, (and probably 25 Durantium, even though Asteriods are set to RARE).

 

I would beef up Resource Freq and Nebulas.  How to cause only MORE Elurium, without other resource or stellar phenomena increases?  I dont think there is a way in the options.  It seems like there is NO way to tone down the amount of durantium, unless you create a mod :(

Reply #7 Top

Quoting dansiegel30, reply 6

Elurium's chance per nebula is MUCH lower than Durantium's chances per asteroid.  I havent looked at the XML like TurielD, but to me I guessing thats a hardcoded modifier (well, hopefully just coded in the XML defs files), different for each resource.  To me its all proportional to map size.  Current experimental game, using Common Nebula, Occassional Resources, and within my proportionate part of space(1/7th), I find 2 Elurium, (and probably 25 Durantium, even though Asteriods are set to RARE).

 

I would beef up Resource Freq and Nebulas.  How to cause only MORE Elurium, without other resource or stellar phenomena increases?  I dont think there is a way in the options.  It seems like there is NO way to tone down the amount of durantium, unless you create a mod :(

 

Yah. Unfortunately Elerium's modifier is weird, and I don't actually know for sure how it works. Its highest value is 10 at abundant (which I still don't think is very common spawning tbh) and it goes down to 15 (common) 20 (occasional) down to 100 at 'none'.


But reports so far say that elerium *never* spawns from Uncommon resource frequency down, which is a value of 25 for MinableNebulaRate.

 

I've adjusted the values in my little mod, but by judgement more than by logic :P

Reply #8 Top

I tested that theory this morning. my maps yielded NO Elerium below the Occasional resource setting no matter what I did, Nebula-wise. I have "locked" my resource setting to Occasional, lol.

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