Welcome to the More Anomalies Mod. v1.1 (This mod is version agnostic and should work regardless of game version.)
Installation: Simply unzip the file into your “//MyDocuments/My Games/GalCiv3/Mods” directory, it will create a newdirectory there. Then login to the game, go to Options, select the Gameplay Tab and check the box for Enable Mods.Next, Exit the game and when you relaunch it the mod will be active.
-=Changelog=-Begin V1.1(Tune)Tweaked credit output formula of Ancient Riches anomaly.(Tune)Increased research bonus amount of Precursor Archive and V.Y.G.R. anomalies.(Tune)Modified Planet Constructor anomaly to produce uninhabited world.(Fix)Fixed Nano Swarm Artifact not terraforming all worlds, Credit goes to FrancoFx for reporting this and BuckGodot for the code to fix it.(Tune)Modified the Lost Fleet anomaly to produce a small but powerful fleet at the anomaly as the previous version was OP in mid game larger maps and created maintenance issues for early game empires.End V1.1
The purpose of this mod is to provide a broader selection of anomalies of all types.
Be aware some of the rarer anomalies are guarded by powerful fleets, you have been warned, be prepared for a fight.I have not added guardians to the Artifact, Capsule, or Space Junk types but some of the Ship Graveyards are prowled bymuch larger pirate bands. The rewards which have lured these corsairs to these places are of course much more significant.
Normally I give more details about what to expect in my mods but this one is all about the mystery of exploration so go out there and find out what is lurking in the dark corners of space.
As always in case you missed it the link is right HERE.
And you can always get all my mods right HERE.
I have d/l and plan to install tomorrow. One question, I am not a fan of the pirates as they are at this time and I usually play with rare or no pirates. Will the anomalies still spawn pirates if I have chosen no pirates? No problem if they do, but it will be good to know if they are always going to be there.
Pirates and anomalies are two separate things, the pirate spawning is controlled by its own setting, the pirates that are lurking in the ship graveyards hunting for booty are exclusive to the anomaly system and so they always are there even when pirates are turned off.
Yes, they are there, but they do not attack when your surveyor is on auto-survey. I'm not sure how that works, but it does.
Any chance you can color code the strategic anomaly icons, like GalCiv2? I really hate hovering over all the icons to find artifacts and capsules. Also to avoid wormholes.
They sometimes do - I've had a few automated survey ships suddenly telling me they need to fight someone to look at the anomaly. I think the pirate encounters are just really rare, though tbh I've not bothered surveying manually very much, and the only time I did try I got a pirate encounter.
I do not auto survey which is why I miss the color coded anomaly icons from GalCiv2. I look for artifact anomalies and try and get those before the AI does. I pick up anomalies on the way to the ones I want but do not go out of my way to get minor anomalies. I then go back and get the ship graveyards the AI leaves alone. Color coded icons are a god send for how I play. So if you know what txt file and the section I need to edit it would be a big help.
I'll take a look at colorizing, not sure of the top of my head but the icons are a separate graphic so probably need to make new color coded ones, and then look at tagging them to the anomaly types.
As for the autosurvey, as near as I can tell the survey ships are reasonably smart and somehow they avoid the pirate haunted anomalies 9 times outta ten, at least until they are running out of stuff to survey, then you suddenly get them hitting pirates every time. I can tell ya they won't be avoiding the enhanced corsair bands, the normal chance of pirates at an anomaly is 75%, at the rarest of the new ones it's 95%, you find a cruiser without having to fight a gang for it let me know.
So I did have a look at the idea of coloring anomalies which is a great idea tbh.
Unfortunately its really not workable, game deisgn is kinda screwed in that regard in GC3, the actual anomaly models when you get up close and look at them, those I can change, and they are individual to each type already. What sucks is the strategic icon is so limited its not even funny, firstly its just a grid coordinate in a single DDS file that indicates where to find the icon, secondly it is in no way whatsoever attached to the anomaly system. It is just an icon generated by the map system, they are undifferentiated and not referenced anywhere other than being listed in StrategicIconDefs.xml so ultimately while I could change the icon or even its color there is simply no way to differentiate the icon itself by what kind of anomaly as it simply is a generic indicator of the presence of any anomaly at all.
Great idea and I'm kinda cheesed off that SD didn't give us the ability to do it.
Odd when they did this in GalCiv2. You would think that they would have remembered that the icons were colored coded. Well lets hope I can bug Paul and Brad enough to patch it in sooner than later.
That would be awesome!
Hmm, I obviously need to play more. I assumed when I started getting lost ships without a pirate battle they had figured a way to turn off the pirates for auto survey.
I do suspect there's a bug in there somewhere tbh - whether it's pirates being too common when manually surveying, or not triggering enough when auto-surveying, I don't know. I've had pirates attack me 100% of the time I've tried manual survey (from a statistically insignificant samples size), and only had maybe 2% attacks when auto'd (from a vast sample size).
I've. Noticed on auto survey that the survey ship avoids anamolies which when I manually tried surveying them they were guarded by pirates.
That might well explain it then.
Yeah that is my belief too the autosurvey somehow avoids the ones with pirates at least mostly.
I've noticed that while the anomaly code uses a % chance for pirates, which by the coding should be checked when a ship arrives, the game clearly rolls that chance at map generation because every occupied anomaly even if you reload the game is always occupied, and vis versa.
I have been playing a game with no pirates and my surveyors on auto. I don't think they are avoiding the pirate guards. I have been getting the treasure troves without any pirate battles and I am pretty sure that treasure troves would be guarded. I have no idea how they do it but in a no pirate game, auto-survey does not confront pirates.
If you are playing with pirates auto survey will trigger pirates.
Only the ship graveyards have pirates.
I considered adding pirates to the other anomaly types but didn't want to give anyone a nasty surprise, the Treasure Trove is a capsule so it never has pirates.
As the resident anamoly spammer, I can chip in on a few things. Currently, in the base game, Ship Graveyards seem to be covered by pirates somewhere from 80 to 95 percent of the time. At least at the beginning of the game. I make it a point to vacuum anamolies up as much as possible, almost to exploit levels. Ships on autosurvey will run into pirates (the game will ask if you want to continue, thankfully), if at the same percentage, I cannot say. Usually I get survey ships that are capable of always knocking out asteroid pirates without getting damaged around mid game or so. Complicating actual testing its the problem that sometimes a Ship Graveyard won't be defended when one comes across it later, even though I know for a fact it was defended earlier in the game. Whether this is a bug or some sort of timer mechanism or some sort of random seed situation that gets reset when the game loads or something else entirely, I have only the faintest idea.
As another anomaly hog, I will add that in midgame I see almost nothing but ship graveyards left in most areas. It is my opinion that auto survey ships avoid ship graveyards if they can see other anomalies.
Yeah, I spam them as well, and remember, I am playing with no pirates. I suppose they could be just avoiding them since I seldom play over 200 turns, but I have gotten a lot of lost ships and I have never been asked about pirates. If anyone has ever confronted pirates in a no pirates game, then I am wrong in my assumption.
I'll do some testing on a no pirates game today.
I do suspect that sometimes the AI tries for a ship graveyard and fails to take it, I've seen a survey ship hit a graveyard right ahead of mine and vanish, mine encountered no enemies when it got there. On the other hand I've sent my own ship in inadvertently clicked yes to the encounter and only realized after the encounter window came up that it was an unarmed surveyor. In that case when I send ships to the same anomaly later it always has pirates.
Alright so did some testing today, started an insane map with abundant anomalies and no pirate bases.
Spawned and set 2 survey ships to auto survey, first off the nearest anomaly was a ship graveyard, they ignored it for other types.
Kept track of how many Ship graveyards they avoided, after ignoring 8 graveyards they finally uncovered one they liked and surveyed it. No pirates there got a free combat ship.
Watched them awhile longer, they continued to ignore graveyards concentrating on other types.
At this point I spawned up a war fleet and a surveyor and sent them after the ignored graveyards.
Every last one of them had pirates at it.
Conclusions:
Turning pirates off does nothing whatsoever to the number of pirates at anomalies. Nor should it according to the game code.
The auto survey function does seem to cause them to detect pirates at anomalies and avoid them, its not 100% effective but its pretty reliable, presumably to keep from frustrating players as their survey ships vanish in a puff of smoke in no time flat.
So yeah, mod is working as intended as far as that goes, prolly gonna hafta tweak the rarity of some of the new stuff though.
I got the terraform 5 hexs anomaly and it did not give 5 at all planets. About half it seemed. This is not a gripe, it works sufficiently imo. Just an FYI. It probably has something to do with max hexes on certain planets. It was the smaller planets that did not get 5.
Well I just checked the code, if it's not applying to all planets uniformly its something to do with game execution, the code says it will terraform 5 tiles on every planet regardless of quality, if the game does something else then I'm at a loss to explain why, must be something in the executable code.
I had set a planet to test at class 53 and the idology trait that give your first five planets a extra tile does not work on it so it maybe that the higher class planets are skipped for some reason.
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