[MOD] Relativity - a balance and content mod

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Dessloch

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* Influence maximum reduced to 1.

Why do you changed this? I cannot recruit any leaders in the beginning of the game. My scientist just died exploring an anomaly and I'm unable to discover anything anymore because I don't have enough influence to recruit a new one.

Is there a new mechanism to recruit a leader that I don't know?
 

Naselus

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* Influence maximum reduced to 1.

Why do you changed this? I cannot recruit any leaders in the beginning of the game. My scientist just died exploring an anomaly and I'm unable to discover anything anymore because I don't have enough influence to recruit a new one.

Is there a new mechanism to recruit a leader that I don't know?

Leaders shouldn't cost any influence to recruit.

Newest release is missing .mod file.

Bah. Will upload a fixed version tonight.
 

Naselus

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Re-uploaded with a .mod file.
 

Dessloch

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Leaders shouldn't cost any influence to recruit.

Unfortunately it does.

chiss3.jpg
 

Naselus

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Unfortunately it does.

You using any other mods? There's a few things wrong with this picture (like not enough leader traits). If not, do you have species traits which alter your leaders in some way?
 

Naselus

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Yes, I'm using Fox Leader Mod aswell, should I disable it?

Yes, it's not compatible. We actually change literally every value it uses (and dozens more), and the values they use don't fit with the rest of Relativity.

In general, it's safest to assume that Relativity is not compatible with any gameplay mods, since we fundamentally alter the economic and the political systems and need to outright replace most of the base-game files we alter. Map mods and graphical mods will work fine. I'm happy enough to include gameplay mods if the creator is OK with it and it can be adapted to fit the vision of the mod, but in general if you want to use another mod for Relativity then you need a specially-made version of it.
 
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auron2401

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You forgot to change the last-modified-date, future man! I know your secrets!

RNJQGUj.png


Also, change log on latest version? o_O What's different?

Okay, If you're going to have influence at 1 without adding base influence gain, could you: Give policies less cost/month?
or: Take away the -20% happiness for being at 0. Because it's pretty fricking hard to get it back to 1 again. As an autocracy, anyway.
 
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Naselus

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You forgot to change the last-modified-date, future man! I know your secrets!

RNJQGUj.png

I'd assume that's something to do with running it on a Mac. I'd suggest you go and buy a proper computer for grown-ups instead. :)


Also, change log on latest version? o_O What's different?

I hid the complete changelog in the 'changelog' folder of the mod. I know it's bizarre, but I honestly thought people might get the hint from the folder name. You can also find it on the previous page.

Okay, If you're going to have influence at 1 without adding base influence gain, could you: Give policies less cost/month?
or: Take away the -20% happiness for being at 0. Because it's pretty fricking hard to get it back to 1 again. As an autocracy, anyway.

You can research techs which provide influence gain bonuses, and upgrading planet capitals provides more too. Autocracies have low inf gain but get reduced ethics shift to compensate. The entire point is that you can't use as many edicts as the more decentralized governments can.

I'm considering shifting it to a % effect so it scales better, and looking to see if there's a way to set a minimum level of -1 (if not, I can do something artful with events to simulate it). The 20% happiness penalty will also probably be shifted to something else too, but will remain very harsh - the idea is that you shouldn't run an influence deficit.
 

Naselus

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....?!
Macs don't even look like that, man.
I run Linux, What actual adults use.

I've no idea which variant of Linux you're using, but either way it's date function appears badly broken :p
 

BrokenSky

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You can research techs which provide influence gain bonuses, and upgrading planet capitals provides more too. Autocracies have low inf gain but get reduced ethics shift to compensate. The entire point is that you can't use as many edicts as the more decentralized governments can.

I'm considering shifting it to a % effect so it scales better, and looking to see if there's a way to set a minimum level of -1 (if not, I can do something artful with events to simulate it). The 20% happiness penalty will also probably be shifted to something else too, but will remain very harsh - the idea is that you shouldn't run an influence deficit.

The problem I think he is alluding to is that if you run a deficit, then get it to zero, you're still at zero + zero, which the game sees as a deficit. Easiest solution would probably be to make it give +0.51 influence per month base, rather than 0.50, (0.01 shouldn't make a difference to anything else, but it would make 0 + 0 stop being a deficit in the game's eyes). Having the penalties scale to the size of the influence (administration) deficit would be better though (but more work).

Edit: sorry, this should read +1.01 rather than +1.00 (+0.50 is the base after applying the autocracy penalty)
 
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Naselus

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There's unlikely to be any direct conflict, though I'm not sure how it will impact on balance - they may use influence or credits in a way that doesn't really work with how they operate in this mod. At some point, I do intend to incorporate/convert it as a component of Relativity; was mostly waiting for them to generate lots of events before doing so :)
 

CyberNM

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Hai! Sorry if I'm a bit new to this forum posting (I mostly just lurk), but I love your mod, and I've already started to learn and understand how the new systems and such work and its quite fun. :)

However, I keep running into this issue where some empires don't have any name? It also makes it so you cannot research into communicating with them (it just has them permanently as 'something aliens' unless discovered along with another empire). The empires affected still act normal and build buildings/fleets and move their science ship around.

Yes, I do use a few mods along with relativity (no gameplay changes, just graphical and galaxy). I've gone through and removed each one at a time with relativity enabled, and the only time where I got all empires to have names was when I disabled relativity.

Here are some pics from one of the observe checks I did:

nQ2N34j.jpg

wOKXmqn.png

As you can see, all the stuff is there, just no name at all. I'm a bit confused. Its nothing game breaking... but it is weird having an undiscovered empire right beside you that you cannot research to communicate with.

I don't think its a mod compatibility issue (since I observe checked with most of the other mods), but please let me know if it is.

Here are the mods I use:
  • Galaxies Unlimited
  • Expanded Colors
  • A fine selection of Mapmodes
  • Flags: Emblems and Backgrounds
  • Beautiful Universe
  • Real Galaxy (2-arm and 4-arm+core mods)
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Naselus

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Yeah, it's been reported by others. Not sure when that crept in. I'll fix it for next week's release though :)
 

Naselus

PDM's Benevolent Dictator for Life
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Feb 26, 2009
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Fairly sure it's because the new government types don't have entries in the namelist or something along those lines, so it should be relatively easy to fix.
 
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