New Game with settings below. Use FOW to reveal map, no elerium to be found. Repeated multiple times.
Nebula: Occasional
Resource Freq: Uncommon
Change Resource Freq to Occasional: Suddenly plenty of Elerium.
Looking at MapSetupDefs.xml, Uncommon vs Occasional settings. (Yes, I know that Elerium is a nebula based item)
Uncommon:<MinableAsteroidChance>0.4</MinableAsteroidChance>
Occasional:<MinableAsteroidChance>0.6</MinableAsteroidChance>
So, the pattern is that it increases, same with pirate bases, rifts, anomalies and black holes even Nebula rate. All decimal values less than 1. (Admittedly I didn't look at every setting for every frequency).
Oddly then for each of the Frequency options we see this.
None: <MinableNebulaRate>100</MinableNebulaRate>
Rare: <MinableNebulaRate>30</MinableNebulaRate>
Uncommon: <MinableNebulaRate>25</MinableNebulaRate>
Occassional: <MinableNebulaRate>20</MinableNebulaRate>
Common: <MinableNebulaRate>15</MinableNebulaRate>
Abundant:<MinableNebulaRate>10</MinableNebulaRate>
Looking at them in total. It seems that MinableNebula is simply defined differently for some reason.
Comparing the entire Occasional vs Uncommon definition the only differences beyond the obvious numerical changes are in some of the formatting and how less than one values are entered. Example: <Rifts>00.20</Rifts> vs. <Rifts>0.03</Rifts>
For the sake of testing, I changed the MinableNebulaRate in Uncommon to 20 from 25 and a majority of the Nebula now have Elerium vs None with a setting of 25.
All in all it seems that there is an issue here.
Have encountered the issue myself but long into the game. Sigh.My settings are:Nebulae: UncommonResources: Common
I keep all astronomical bodies, asteroids, black-holes, nebulae, on "Uncommon" setting so that the map doesn't get cluttered with objects that have to be avoided, but I increase the frequency of resources to make sure that even if there are fewer mineable areas, every faction will have access to them. I assumed it might improves performance in mid/late-game.
I have disabled anomalies only, because I don't like "magic" bonuses that impact gameplay.
Duranthium is the most common found resource with this setting, twice more frequent than thulium. which is also twice as frequent as prometheon and anti-matter. Relics (uncommon) are also available everywhere, it's just the elerium that wasn't generated (it's easy to see from above that none of the nebulae have any resources in the hashed zone). There are plenty nebulae spawned on the map, they're much more frequent than black holes.I don't think I have seen elerium outside of the campaign game (which I haven't completed).What gives?
I've encountered a few elerium-less maps now - which is unfortunate, as I'm very fond of beams.
I don't know why the MinableNebulaRate is different from the others, but let's what happens with changing the values!
Hmm, after some experimenting, I've found these Elerium frequencies:
In a Medium galaxy, Testing with
NebulaeFreq / Resfreq:
So, we see the Abundance characteristic makes the biggest difference in how many Elerium resources there are, but is modulated by the number of nubulae.
This is a map with Rare asteroids, Rare black holes, Rare nebulae, and Abundant resources:
As you can see, not all resources are created equally
Durantium is so abundant, because *at* Abundant, every asteroid belt has a 1.0 chance of containing Durantium. So even though the belts are small, they all have it. The 'Rare' setting for asteroids gives a range of 1-2 asteroids per belt (and all stars have at least 1 asteroid belt), so there is basically a guarantee of at least one Durantium roid at every star. Black Holes and Nebulae work independent of actual star count, so there's no minimum there. That's probably why we saw some maps with none at all.
Here are the same Rare/Rare/Rare settings, now with Uncommon resources:
Again, there are lots of Durantium resources (~30), because per asteroid belt there's still a 0.4 chance of Durantium. But no Black Holes to provide Antimatter, nor any Elerium nebulae at all.
Another thing I found from looking through the resource code is that from Uncommon through to Abundant, there is no difference in Antimatter per Black Hole, each setting has identical chances for 1, 2 or 3 antimatter (50%/40%/10%).
Here's a game set to None resources, but Abundant black holes and asteroids:
As you can see, there is still antimatter on the map. This is because MapSetUpDefs rates None resources as 0 for all other resources, but gives a 30%/50%/20% chance of 0, 1, or 2 anti-matter per BH respectively.
I tried this a few more times, with Rare Nebulae, and then with Abundant Nebulae.
Anti-matter with None Resources, Abundant Black Holes, Abundant Asteroids, Rare Nebulae:
9, 6, 4, 4, 8
Anti-matter with None Resources, Abundant Black Holes, Abundant Asteroids, Abundant Nebulae:
3, 3, 2, 4, 5
So it appears that Nebula count may be interfering with Black Hole (and consequently Anti-matter) generation. The reverse may also be true - possibly because it seems like nebulae and black holes appear in empty space between stars, and may 'fill up' that same area cumulatively.
In conclusion:
Number of Antimatter resources is mostly determined by Black Hole frequency, and is almost completely independent of Resource frequency setting. If you want antimatter in your game in any meaningful quantity, you go with Abundant black holes (test with abundant/abundant gave me ~10 AM for every ~15-20 Elerium and ~45-60 Durantium).
Number of Durantium resources is almost entirely and linearly determined by Resources frequency, has a very high minimum independent of the asteroid frequency.
Number of Elerium resources is primarily determined by Resource frequency. It is not really possible to significantly increase how much Elerium is available without increasing Durantium by a lot too. If you want a lot of Elerium, make sure you have Abundant Nebulae, and Abundant or Common resource frequency.
Appreciate the effort. I hope this issue was fixed in the latest patches.But it doesn't really help us much because we both used a setting where at least 1 resources should have been present on the map. I have anomalies turned off, I will try to see how that impacts elerium production.
I've adjusted the settings a little to make resource frequencies a little more balanced (I think), it's here:
https://dl.dropboxusercontent.com/u/45479330/000_ResourceSpawnRebalance.rar
https://forums.galciv3.com/467186/page/1/
I've tested it myself.If you set resource frequency smaller than OCCASIONAL, elerium will not be generated, indiferrent of the setting for NEBULAE. So even if there are hundreds of them, you'll still get 0 elerium generated.This removes the option from the player to play with fewer resources. Please fix, customisation is an important part of the experience.
It would be really nice to be able to set a specific quantity of each resource. "I want this galaxy to have 5 Durtanium and 1 of each relic.
Also I'm not sure the relic ratio is balanced: I'll get a galaxy with like 4 economic relics, only 1 research, and no influence for example.
I noticed this myself the other day - generated a couple of Uncommon maps with no Elerium. Setting it back up to abundant made it come back. I'm not sure how the Elerium rate actually works (the number goes down as the map goes up), but yes, it does appear something is broken with lower-end Elerium generation.
I've still not worked out what the Elerium generation formula is.
Frankly, it looks like it's going to be easier to create a building which can generate the resource (basically the oposite of a durantium refinery, for elerium) than fix the spawning
Well, adding the building is really easy.
You could try reducing the 'Elerium rate' stat - if it works on Abundant (rate of like 10) but not on uncommon (rate's like 40, I think? At work so no access to the files right now) then just tweaking these down some might have the desired effect.
I've made a note of this for someone to look at. Thanks.
Cool, thanks!
My related ticket is #WCS-303-75191
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