ScrivenerOfLight ScrivenerOfLight

[Mod] Crusade Anomalies

[Mod] Crusade Anomalies

This mod (available on Nexus) is the updated version of what was just a Resource Anomalies Mod.

May 30, 2017 Update:

  • Fixed typos
  • Rebalanced anomaly group weights in across the board
  • Set the weights of the Ship Graveyards that award the Cutter to 30 (same as Defender and Gunboat)
  • Added/altered anomaly spawning that occurs when a fleet arrives at an anomaly
    • Almost all anomalies spawn anomalies
    • Many anomalies spawn the next level of defended anomaly in the same category (Artifacts to Artifacts (Lightly Defended)
  • Increased the experience awarded by Wormholes from 5 to 25.

Overview:

The three components to this mod work together to create a new and improved array of anomalies. In addition to adding new anomalies that offer Crusade-specific rewards, the mod adds the potential for all anomalies to be defended--and if defended, the anomalies display a warning in color. For the new anomalies, I added flavor text that I believe enhances immersion.

Balancing the expanded number of anomalies is a work in progress, and any feedback is appreciated.

Details:

This mod adds the following Resource Anomalies:

Artifacts:

  • "Precursor Container" (Precursor Nanites)
  • "Crystalline Sculpture" (Harmony Crystals)

Capsules:

  • "Snugglers in Stasis" (Snuggler Colony)
  • "Super Computer" (Hyper Silicates)
  • "Luxuriating in Space" (Helios Ore)
  • "Fruit Basket" (Artocarpus Viriles)
  • "Strange Glow" (Aurorus Arboretum)
  • "Hazardous Material" (Epimetheus Pollen)

Ship Graveyards:

  • "Pay Dirt" (Monsatium Deposit)
  • "Life Support Failing" (Techapod Hive)
  • "Unregistered Freighter" (Arnor Spice)
  • "Hull Fragments" (Xanthium Deposit)

Additionally, the mod adds the following rare Unit Anomalies:

Artifacts:

  • "Alien Microchip" (Leader)
  • "Sentient Symbiont" (Scientist)
  • "Intrakinetic Matter Replicating Multi-Tool" (Engineer)
  • "Consciousness Transfer" (Diplomat)

Capsules:

  • "Unprogrammed" (Citizen)
  • "Hero on Ice" (General)
  • "Advanced Starship AI" (Commander)
  • "Spy Bots" (Spy)

Ship Graveyards:

  • "Administrative Super Computer" (+1 Administration)
  • "Broken Down" (Entrepreneur)
  • "Survivor" (Farmer)
  • "Derelict Transport" (+1 Legion)
  • "Disabled Shuttle" (Administrator)
  • "Precursor Salvage" (Worker)
  • "Ghost in Space" (Celebrity)

The mod also includes a replacement AnomalyDefs.xml (which is read by the game instead of the base AnomalyDefs.xml). This part of the mod removes the 75% chance encounters from Ship Graveyards and adds a duplicate of each original anomaly that is defended 100% of the time. Doing this makes it possible to label the anomalies as defended. The defended anomalies appear with less frequency than the standard anomalies, but are otherwise the same.

Within the AnomalyDefs.xml and SoL_DefendedAnomalyDefs.xml, I added three new anomalies that award ship defenses (each with undefended and defended counterparts) to match the new Crusade anomalies that add weapons ("Mysterious Weapon Hardware").

Space Junk:

  • "Starship Defense Components" x3 (+1 to Shields / +1 to Point Defense / + 1 to Armor)

As for the defended anomalies, the encounters in this mod are tiered as follows:

  • Lightly Defended
  • Moderately Defended
  • Heavily Defended

These encounters currently use only the standard pirate ships in increasing numbers. I ultimately intend to create new encounters that are a bit more diverse.

If you have any questions, suggestions, criticisms - or if you find a bug or typo - please let me know!

Enjoy!

 

218,341 views 61 replies
Reply #51 Top

Quoting ScrivenerOfLight, reply 47

Correct. And I agree, whatever is causing this also causes a massive AI slowdown.

Yes so sad.  I have had to remove your mod until SD fixes the problem.  Hope its in next update so i can put it back in. 

Reply #52 Top

Not sure if anyone is using this still, but...

I've been in the process of updating this mod for a while now: I've added variety to the encounters to make them more unpredictable, made some slight changes for balance, and changed how experience works (a range based on how well defended anomalies are).

I've tried (to no avail) to make anomalies offer players choices (like ideology events)--if anyone knows how to do this, I'm all ears.

Also, if anyone has any ideas they'd like to see implemented, I'd be happy to hear them!

Hope to offer an updated version of the mod in the next couple weeks.

Reply #53 Top

Yes, I'm using this mod, so please keep us updated if you post a new version.

Reply #54 Top

Hey Scrivener,

Did you try with "ActOnRandomFactionPlanet" set to true? (For the events)

Reply #55 Top

Quoting Horemvore, reply 54

Hey Scrivener,

Did you try with "ActOnRandomFactionPlanet" set to true? (For the events)

I hadn't thought of that--I gave it a try... doesn't fix the underlying problem.

I modded out all standard anomalies, leaving only one that calls a galactic event using "TriggerGlobalEvent". The event is triggered as expected by the player, but then every AI that arrives at the anomaly also triggers the event for the player.

I can't seem to find a way to allow an event or choice to be applied to individual factions...

Anyhow, thanks Horemvore--that was a good idea and worth trying out.

Reply #56 Top

Horemvore,

For whatever reason, your suggestion triggered a series of thoughts and experiments that led me to, I believe, a solution!

For the anomaly, you use the OnEvent "OnArriveAtAnomaly" to PerformAction "StoreEventChoice" and a separate "OnArriveAtAnomaly" to PerformAction "TriggerGlobalEvent"

On the event, you set CheckPlayerPrerequBeforeFiring to true and set the Prerequ to the stored EventChoice; then, under each event choice, use OnEvent "OnEventChoice" to PerformAction "RemoveEventChoice" using the stored event choice string.

I'm pretty excited and am going to play with this to try to have the event take over the existing window, if possible. But otherwise, this seems to work!

Thanks for the suggestion that, apparently, led to the right thought process! (and all the other suggestions and input along the way)

Reply #57 Top

Unlike your other mod, I haven't been using this one for a while.  However, I will be downloading and trying it again after you update it.  I'm not sure why I quit using it, but I think it had something to do with too many anomalies appearing in the game.  Whatever the reason, I will try the new version.

Thanks for all your efforts.

Reply #58 Top

Old-Spider, thanks for the feedback. I agree. When I modified all the anomalies to spawn replacements, it creates an over-abundance of them. I'm going to be toning that back a little in addition to creating a bit more diversity.

Reply #59 Top

Quoting ScrivenerOfLight, reply 56

For whatever reason, your suggestion triggered a series of thoughts and experiments that led me to, I believe, a solution!

Maybe premature celebration... my solution works as long as it doesn't happen between turns.

Reply #60 Top

I've been using this mod for quite some time with no problems.  Today, on Retribution 3.6, playing Drath for the first time (although I don't think that's relevant), when exploring an anomaly I received a message titled "WeaponModuleTech_Name" with a description of "WeaponModuleTech_Dec".

Using grepWin I searched both the GC3 folder in Steam and my mods folder for "WeaponModuleTech_Dec" and found it only in two files from this mod - AnomalyDefs.xml and SoL_DefendedAnomalyDefs.xml, both in the SoL_DefendedAnomaliesMod\Game folder.  It was not found at all in the GC3 game files.

Are those strings supposed to be defined by this mod? Or have I hosed up something in my GC3 installation (I did verify files in Steam)?  Thanks for any advice.

Reply #61 Top

Hey Publius. The AnomalyDefs.xml in the mod was copied from the original, and the only change was to remove the chance for encounters on those anomalies that had encounters (Ship Graveyards). It appears this file was changed... "WeaponModuleTech_Name" and "_Dec" were changed (sensibly) to "WeaponKeyModule_Name" and "_Dec".

I'll correct this and post an update. Thanks for the heads up!