Nah too much. I've done enough editing already. Any more and I think it's going to lose essence. I love the difficulty, just wanted more features and a slower pace is all.Kadatherion wrote: ↑Tue, 30. Oct 18, 23:39You sure can change the sector stats to edit research/factory limit et cetera. Look hereWuDeN wrote: ↑Tue, 30. Oct 18, 20:33
I've done the same thing and I'm having so much fun. I'm also a turtler lol I just wish I could increase the number of buildable factories in a player owned sector (I don't suppose you've run into that variable ? Can't find it) and to reactivate the tractor beam.. Although smashing asteroids together doesn't interest me I like the notion of being able to move an asteroid to my sector.
Also the Saturn complexes.. I figure a way to balance them out is just make them super expensive. (Sorry @Joubarbe lol I know this is breaking your heart haha)
You can make a quick script like this (from inside the game or Xstudio) and manually run it in game. The number of factories is mayhem_secStatsSupport, the other ones should be self explanatory. It's similar to what I've done myself to have a "capital" sector (where I then apply the super-sanctuary ascension reward) that's completely self sufficient for ship building and basic needs. Research especially stays super slow if you confine yourself into 1-3 sectors (which is my plan: one for ship building, then 2 smaller ones for weapon building and marine training, and then have fun for a while influencing and participating in other races' wars before really waging wars of conquest of my own when I'm ready to, basically, end my game), so it isn't super "cheaty" (although it still is quite different from Mayhem's basic concept).Code: Select all
$sector = [Unknown Sector Gamma] $sector-> set local variable: name='mayhem_secStatsPeople' value=100 $sector-> set local variable: name='mayhem_secStatsResearch' value=100 $sector-> set local variable: name='mayhem_secStatsBreakthrough' value=10 $sector-> set local variable: name='mayhem_secStatsSupport' value=15 return null
For asteroids if you really want an asteroid on a specific sector that has none you could simply use Cycrow's cheat package: otherwise Mayhem is supposed to have those asteroids placed in a way you'll really want to use a jump beacon to make the trip shorter for your agents, and the Plutarch system kind of makes that concept moot. Same goes for the Saturn Complexes: they would make the sanctuary mechanic completely pointless. If you make them super expensive you just... postpone it, but sooner or later you'd have little to no use for the sanctuaries, they are just two opposite approaches at the logistics game.
On a sidenote I highly recommend (on top of all the other compatible LU mods listed) is this graphical overhaul not sure if you guys know about this or if I'm behind heh. But works beautifully so far.
http://sfx.thelazy.net/games/preset/4570/