[MOD] MARSX2

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evildari
Colonel
Posts: 312
Joined: Aug 10 2017
Human: Yes

[MOD] MARSX2

#1 Post by evildari » Aug 10 2018

Hello,

since i somehow fixed that map texture issue - here comes the updated version:
way more populated in terms of population,
locations (around 16.666) and facilities (including the center 88.740) - and everyone of them got a thoroughly researched martian name!
also units starts at higher tech level (like a preview what you could get in MARSX1 with enough research)

Planned to have a custom size map running, but it caused a massive slow unit movement per in-game-hour and also caused an extremely low construction cost of goods per day.
Looks like a heavy time dilation... - the game speed itself runs ok.
To see this "feature" in action - use the MARSX2Custom sandbox.
For a more usable game use the MARSX2Default sandbox.
Both sandboxes use the same .unit and .wmdata file. Units have normal speed and ranges again.

install it like my older MarsX1 mod : see here for more general info:
http://www.bgforums.com/forums/viewtopi ... 87&t=26151

Installation:
1.make a copy of your SRGW or SRU install
2. delete all the files in the \graphics\imagery\ folder
3. unpack to game folder - overwrite any files
4. ready to run - select one of those MARSX2 Sandboxes (since continents are global per install - you can find the regions of MARSX1 in the Northern Mars continent.
(no need to recache - everything included one - but all files are supplied for editing)

here is the link to the MARSX2 mod:
https://nofile.io/f/wxnbAwOvJDj/SRMARSX2-2018AUG20.7z

also get the more detailed nice Mars imagery: (maybe not perfectly aligned)
https://nofile.io/f/s3m4KFgBCpo/MARSImagery.7z
Last edited by evildari on Aug 20 2018, edited 1 time in total.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)

d-bassett
BattleGoat Team
Posts: 62
Joined: May 03 2018
Human: Yes

Re: [MOD] MARSX2

#2 Post by d-bassett » Aug 10 2018

I will take a look, hopefully will have a fix soon.
22299

evildari
Colonel
Posts: 312
Joined: Aug 10 2017
Human: Yes

Re: [MOD] MARSX2

#3 Post by evildari » Aug 11 2018

Thank you very much!
edit: tried with an older version (.70) same dark green background
maybe the texture issue is caused by the maps custom size (12km, around 1775x870)
with my older marsx1 mod that use the default map size there is no such issue!
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)

evildari
Colonel
Posts: 312
Joined: Aug 10 2017
Human: Yes

Re: [MOD] MARSX2

#4 Post by evildari » Aug 13 2018

d-bassett wrote:
Aug 10 2018
I will take a look, hopefully will have a fix soon.
22299
Thank you - somehow i solved it using my updated wmdata and unit file
removed just too much garrison entries in wmdata , and set speed of units to "normal" levels

now i have some other weird issue:
only in my mod the ongoing construction costs in Industrial goods are extremely low,
and in the game (even vanilla) the speed of units doesn't match the in-game speed
ie . a 120km/h unit should take 1 hour to cross 120km (maybe slightly longer, heck i would even accept 2-3 hours), but iam talking about days!
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)

evildari
Colonel
Posts: 312
Joined: Aug 10 2017
Human: Yes

Re: [MOD] MARSX2

#5 Post by evildari » Aug 20 2018

Released a working version - check the Original Post if you like:
http://www.bgforums.com/forums/viewtopi ... 79&t=29326
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)

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