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Cipher7071
February 23rd, 2004, 07:40 PM
I've been examining the data file settings.txt, and I find certain properties labeled "threshold" for each of several characteristics:

defensiveness threshold, aggressiveness threshold, happiness threshhold, etc.

What affect do these values have on empire design?

Puke
February 23rd, 2004, 08:08 PM
without looking at the file, and just working from memory:

I believe it is the point at which attributes start costing more. usually they cost X points up to 120% and Y points up to 150%, where Y>X.

Suicide Junkie
February 23rd, 2004, 08:41 PM
Yep, and also for decreasing costs.

A threshold of 10 means the cost changes at +/-10%
110, or 90, respectively.

Cipher7071
February 23rd, 2004, 10:43 PM
So, for instance, your saying that to increase a certain characteristic 1% may cost 25 points up to a certain threshold (say +10%), after which a 1% increase will cost 50 points. Same for decreases.

Is that right?

Captain Kwok
February 23rd, 2004, 10:57 PM
Originally posted by Cipher7071:
So, for instance, your saying that to increase a certain characteristic 1% may cost 25 points up to a certain threshold (say +10%), after which a 1% increase will cost 50 points. Same for decreases.

Is that right? <font size="2" face="sans-serif, arial, verdana">Yep. http://forum.shrapnelgames.com/images/icons/tongue.gif

spoon
February 23rd, 2004, 11:00 PM
Here's an example from the PvK balance mod:

Characteristic Maintenance Aptitude Pct Cost := 150
Characteristic Maintenance Aptitude Threshold := 5
Characteristic Maintenance Aptitude Threshhold Pct Cost Pos := 300
Characteristic Maintenance Aptitude Threshhold Pct Cost Neg := 100

This means that you will pay the normal cost at 100 +/- 5 points. If you go over 105, you use the "Characteristic Maintenance Aptitude Threshhold Pct Cost Pos" value (which in this case is 300). If you go lower than 95, you use the "Characteristic Maintenance Aptitude Threshhold Pct Cost Neg" value (in this case, you get 100 points back for each point you lower it.

So the costs would be:
106%+ : 300
101-105%: 150
95-99% : -150
94% - : -100

Fyron
February 24th, 2004, 12:31 AM
This, as well as the rest of the Settings.txt file, is explained in detail in the SEIV Modding 101 Tutorial (http://www.spaceempires.net/se4modding/).

Paul1980au
February 24th, 2004, 12:53 AM
Thanks for the link fyron.

One alteration i found good for my games was setting the highest valuation in terms of planet % resource upper limits up from 150% to 300% - get a wider spread of planets - allows less mineral miners to construct and support ships - it gives rapid fleet development from multiple ship yards. It leads to more research facilities earlier on and bigger fleets etc from the same baseloads of planets.

Cipher7071
February 24th, 2004, 05:29 PM
Okay. Thanks guys.

Time to get out that other iron-on patch. I see I've recently made sergeant. http://forum.shrapnelgames.com/images/icons/icon12.gif

TNZ
February 25th, 2004, 07:05 AM
I have a question on the Population Modifiers. I was trying to remove the SY Rate Modifier Percent bonus. But all I get are errors. How can I get this to work without errors? Is this possible in the first place?

Fyron
February 25th, 2004, 07:30 AM
Set it to 100 at all levels. The line itself is absolutely required for each pop level.

Atrocities
February 25th, 2004, 07:55 AM
This file can be a bit confusing to work with. Hell all the files can be confusing to work with.