[SRGW/SRU] MOD - MARSX1 (Updated 2017.OCT.02)

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evildari
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[SRGW/SRU] MOD - MARSX1 (Updated 2017.OCT.02)

#1 Post by evildari » Oct 01 2017

welcome to Mars!
Download at https://nofile.io/f/ocnRCaTYp6A/SRMARSX1-2017OCT02.7z
includes the missing file - also updated map and cache (just removed a few rails)

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 MARSX1 in Sandbox or Multiplayer(not tested)
(no need to recache - this time i included one - but all files are supplied for editing)

either enable 3d Terrain or download a complete set of better detailed satellite imagery at:
https://nofile.io/f/s3m4KFgBCpo/MARSImagery.7z
made out of https://astrogeology.usgs.gov/search/de ... l_232m/cub
and unpack it to \graphics\imagery\

Created (using built-in Mapeditor) Terrain, Continent (well just one), Theathres, Battlezones, Owner, Loyalties, Groups, Regions (basically the whole infoset)
Hexsize still 16KM (4KM would fit better) - thus increased base movement,sight, firing ranges and speeds of units by 4

Tournament style - 25 Regions in a 5x5 placement, each got their own theathre, each theather has following battlezones (central, perimeter, borders - borders are on both theathres)
Every Region starts with 10M People and same base gdpc of 1500$ and 8% unemployment (to give at least a small room).
Did not touch population distribution per hex, except for the capital hex.

Main Terrain features are: NO waterhexes, Main Terrain is semi-desert surrounding a central rough terrain spot in the center of a theathre which itself is bordered by rough desert, some spots are tundra.
NO real mapfeature Terrainpainting done, NO Roads, almost NO Rails, quit a lot out-of-supply areas you love like in northern russia, central asian and african desert, and southamerican jungle.

NO Navy, NO Airforce, NO starting units, (the AI, especially and most of the times unfortunately my opponents AI, can work with this even in low supply regions very good)
Just Land Units and WMD - Missiles, doubled firing ranges (almost no airfriction and low gravity).

Tiered tech designs - like in my old DT-Mod. Starting with mk0, each new tier needs 2 techs of next tier researched first. Higher tier is always better though more expensive - no need to hunt for that single good unit out of thousands.

unfortunately no changed facility- and unit-textures, i can not paint. Think of the green patches as a way to remember earth and bodyarmor has an integrated rebreather.

Testrun with all land units at strenght of 10, everything else just one piece
Facilities in different sizes - percentage (and factors like 5X) shows the output factor of the base node-production as defined in wmdata.
Bigger = just like having more buildings and longer buildtime but with a bonus of reduced maintenance costs.

Resources:
Food - only Hydroponics available - can be build at any civilian+industrial site
Rubber is Water again - Waterpumps can be placed at any civilian+industrial site (waterice that is heated and pumped from the ground) - no new icon yet
Timber is Oxygen - the new luxury item - dont know how to make lack of it having a severe impact -Generators can be build at any civilian+industrial site, also no new icon, industrial goods use it too , even mil goods need some as integrated propellant.
Petroleum is Fuel - a generic name for portable stored energy (think of chemical batteries or hydrogen fuel cells at current tech levels), only one type of Generator "Bio Fuel" (uses mainly food) available
Coal is Rare Ore - the usual almost rare - or rather uncommon Ores used in non-low-tech products, needed for industrial goods, can be placed on any civ+industrial site (since no manual placing of rare ore sites / facilities)
Ore is Iron Ore - the main ingredient for industrial goods, can be placed on any civ+industrial site
Uranium - stays the same - important info: not a single uranium mine is placed at start !
Electricity - the most important "good" to have (beside the air to breathe ;), Powerplants up to fusion right at start.

Resource usage:
Food, Water, Oxygen(O2), population usage ranges are roughly realistic calculated as needed for a human being
O2 used the same min and max value to see how that usage is calculated (slightly strange - not always correct could also be a max speed issue)
Fuel, Electricity, Consumer goods population usage made an estimated guess with base of central european usage as of 2017
Fuel (changing to MWh like electricity caused some resupply issues for units - since storage of supply vehicles is in tonnes) reverted back to equivalent energy storage of x tonnes/barrels of petroleum

Facilityplacement:
Buildup randomly selected hexes with a selection of around 23 build profiles. Ranging from a lonely Military center with a solar plant to an almost full town with industries.
On every center location there is at least one slot left to be build, usually you will see 3 - 4 free slots which leaves you and the ai enough room for expansion on the prebuild locations.
That means there are no handplaced facilities - except at the preset capital city location.
In the game lobby / country selection you can see for each country the amounts and percentages how different facilities are distributed (4% is the average); settlements counts all centers.
There is a rare case where a hex could receive more than one build profile - fortunately the game can handle this without problems - and you have a nice high value property (or target).
Last edited by evildari on Oct 03 2017, edited 2 times 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)

YoMomma
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Posts: 716
Joined: Jun 27 2015
Human: Yes
Contact:

Re: [SRGW/SRU] MOD - MARSX1

#2 Post by YoMomma » Oct 02 2017

Might include some regions to play with :-?
Gameplay 1st

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

Re: [SRGW/SRU] MOD - MARSX1

#3 Post by evildari » Oct 02 2017

YoMomma wrote:Might include some regions to play with :-?
do you mean more than the 25 regions already included ?
or did you think it is just map and graphic ? - its fully playable - but quit different than vanilla game.

Idea is similar to that older SRBLOCKS mod - (and having a reason to kick out the sub-average naval ai )
My reason for using "only" 25 same-size regions are:
-with very small regions, one lucky region can snowball pretty fast into a giant.
-a somehow even balanced(with manual oof editing) setting.

but all files are supplied and you can add another 200+ regions to the map.
Just be aware that you are about to repaint around 1.4Million hexes.
(after that you will really appreciate the map painting of earth the developer have done!)
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)

YoMomma
Brigadier Gen.
Posts: 716
Joined: Jun 27 2015
Human: Yes
Contact:

Re: [SRGW/SRU] MOD - MARSX1

#4 Post by YoMomma » Oct 02 2017

No, i mean i dont see the 25 regions in your mod. There is no .regionincl and .csv files included.
Gameplay 1st

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

Re: [SRGW/SRU] MOD - MARSX1

#5 Post by evildari » Oct 02 2017

Thank you YoMomma,
here is the missing marsx1.regionincl file put it in the \Maps subfolder.
[_]O
Will update main archive too.
Attachments
MARSX1.regionincl.7z
(329 Bytes) Downloaded 59 times
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)

YoMomma
Brigadier Gen.
Posts: 716
Joined: Jun 27 2015
Human: Yes
Contact:

Re: [SRGW/SRU] MOD - MARSX1 (Updated 2017.OCT.02)

#6 Post by YoMomma » Oct 18 2017

How are you doing? I find it really interesting and really gotta carefully move your troops and build facilities. I did it a bit better when i builded a rail network across the border for supply.
Im getting owned hard tho, by the time i conquered someone, theres someone else with 2-3 regions captured.
Gameplay 1st

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

Re: [SRGW/SRU] MOD - MARSX1 (Updated 2017.OCT.02)

#7 Post by evildari » Oct 18 2017

well iam still biting my teeth on that treasury issue in my other mod - to no avail.

In mars-mod i tried a few times without placing transport networks - didnt work well for me.
And another 2 games - ai got me with pants down too.
I really think now that having a subpar naval ai and that rubber bottleneck is a big part of AI problems - without those the land AI can perform very good even in low supply conditions.

I used the supply depot (its stronger than in vanilla sru in providing supply) and connected them with roads - to move a main battlegroup to different locations faster.
Setting AI-stance to unpredictable (or similar) and world volatility at medium, and increasing my military to the max allowed me to survive 5.5 years (and best of all - no infinite treasury bug!)
Just in case - i fortified my center capital location with a ring of military land production bases.

Did you install the hi-res satellite images too ? - if yes hows the loading of those images if you scroll around ? i can see the loading although they are on a SSD (maybe my 8GB RAM is too low)
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)

YoMomma
Brigadier Gen.
Posts: 716
Joined: Jun 27 2015
Human: Yes
Contact:

Re: [SRGW/SRU] MOD - MARSX1 (Updated 2017.OCT.02)

#8 Post by YoMomma » Oct 18 2017

No fency stuff on my computer haha. Ill prolly try the satelite map later.

The land AI performs briliantly, altho i sometimes feel like they are cheating. Keep shooting artillery in areas with no supply, later supply trucks arrive, but yeah they shoot much more then mine in supplied areas. Another issue i have their artillery shoot mine and mine artillery shoot tanks and infantry.
I will start another game with your settings for a more longer term approach. (was using very high volatility)

About the treasury issue in other mod ill try to help you. I think we should isolate the files. So for example first with vanilla tech, altho i think the problem might be in the .wmdata file somehow and that might be a bit harder to use the vanilla file. But if we use the vanilla .wmdata file and .unit file we might find something.
Gameplay 1st

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

Re: [SRGW/SRU] MOD - MARSX1 (Updated 2017.OCT.02)

#9 Post by evildari » Oct 18 2017

get that map dont know how long it stays on the host - sometimes files get deleted after few days - and i dont know the filesizelimits for this forum.

Thank you very much for your help - ill post the answer in the others mod thread.
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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