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Made a quick mod that simply adds 1000 CP.
No idea how this will play out with the AI...
Last time I tried something like this AI didn't make use of all those extra CP, but that was years ago.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2727145037
I will settle for a mod that just removes the cap all together. For this I will give my liver.
If you don't like to receive human body parts in your mailbox, I can also send steam points...
I have seen the AI take advantage of higher CP caps but I believe it was only infrequently, perhaps due to merging fleets or something of the sort. I enjoy the power-progression aspect of the game more than the challenge though, so I think your suspicion that it quickly becomes unbalanced is correct... I just never thought about balance.
I rarely use the battle cinematics so I can't comment on those. When I have though, I think that increased CPU usage may have resulted (I hear my fans spinning up as the CPU heats up) but other than that everything seems to have gone fine.
I love the idea of alternative CP growth, as capturing additional territory for larger fleets often changes my strategic goals. I wonder how a mod with both this functionality and disabling CP growth through research would play out...
I wanted to set it to the default 24, but had the wrong number in mind,
I actually changed that a while ago, but it seems I never uploaded it...
Updated it now... Sorry to make you have to edit the files again :P
Good thing you figured out how to make it work for you :)
I introduced the CP cap because last time I checked the AI wasn't taking advantage of more CP than the cap... Is this still the case?
I also figured it would cause problems with the battle cinematics. How has this worked out in your experience?
The point of this mod is actually to provide an alternate way of building up CP, other than just reasearching the same tech every game.
Unlimited CP would be nice, but the AI needs to use it.
I was looking into modding the AI but that requires more time than I have.
Waaw ok... It look likes chinese for me...
Maybe someone can help me :((((((((
It's definitely possible. Once the CP cap was added I figured out how to edit the mod myself. You can edit the SimulationDescriptors[Command].xml file to change the number of CP per Signal relay, and edit SimulationDescriptors[Garrison].xml to change the CP cap. I've been playing with a 100CP cap but Signal Relay still providing +3, and it's glorious.
Could It be possible to make an other version of this mod for giant battles ? Max CP capped at 100 or 120, and each new system improvement, the Signal Relay provides + 10 Command points ?
Regardless, thanks so much for your work and contribution to the game and community!
This mod doesn't directly influence anything that might interfere with battle calculations, so I don't see how it can cause that problem.
Thanks for the comment though.
I looked into the files and found and fixed some other errors.
I am running a multiplayer game with just this mod to allow some bigger fleets to roam around, and planet invasions no matter how much manpower you bring or how much the enemy brings is causing a "grave defeat" to show up or a "draw" with all your invasion force destroyed. For factions like Vodyani that already have issues trying to get manpower its making the game an awful slog and nobody really wants to continue, just wondering if you are still around if you could look into it?
It's mostly in our minds, but it is nice to be able to differentiate outdated mods from those that simply don't require changes. I'm not aware of anything in this mod that the recent content update broke, I'm just paranoid about mods that haven't been updated lately.