wakystuf / ESG-Mod

An Endless Space 2 balance and overhaul mod
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Anomaly Enhancement #872

Closed captaincobbs closed 4 months ago

captaincobbs commented 2 years ago

Completely disregard this document : https://docs.google.com/document/d/1GsgUxXha4-4wWr_M5FiglITY5gUgCx-4-Q2X2qJ7TQU/edit

Actual Enhanced Anomalies Effects : https://docs.google.com/document/d/1cYq_owRRVrCUuwQJqouTZdtsCRJ7uHQUzBQIvCgDEtE/edit

Merge Advanced Non-Baryonics into Ontological Rev-Eng, Move Anomaly Reduction to Climate Engineering Move Modded Terraformation to new technologies Give the neutral / negative anomaly traits a "x anomaly is spawned on your home planet" message, only gives anomaly stats

wakystuf commented 2 years ago

My work here is done:

<AnomalyReductionDefinition Name="AnomalyReduction16" Category="CategoryAnomalyReduction">
        <CustomCost ResourceName="SystemProduction">480 * (1 - Property(StockLocation, @ClassColonizedStarSystem, BuildingProductionCostReduction)) * (1 - Property(StockLocation, @ClassColonizedStarSystem, GameSpeedProductionCostReduction))</CustomCost>
        <TechnologyPrerequisite UnlockHidden="true" Flags="Technology,Prerequisite,Discard">TechnologyAnomalyReduction1</TechnologyPrerequisite>
        <BaseAnomaly Name="PlanetAnomaly16"/>
        <ResultAnomaly Name="PlanetAnomaly01"/>
    </AnomalyReductionDefinition>
FluffiestPrincess commented 2 years ago

This is a pretty big one; it might be best to split the work over multiple issues and assign to different people, so I made it into a project column. I've also created a new branch for it, just as a clone of 1-5-1 so far (Cobbs asked me to).

FluffiestPrincess commented 2 years ago

Components have been placed in first post, so we get a neat little progress bar.

captaincobbs commented 2 years ago

Adding them to the tech tree is easy, I'll try to get to that tonight. Doing it early also means we don't need to go through all the anomaly enhancement constructibles and add the tech prerequisite afterwards. I can also make a prerequisite that makes it ecologists only.

FluffiestPrincess commented 2 years ago

A few requests:

Provolonage commented 2 years ago

oh wait is this actually happening, I think cobbs and I need to take another look at this because so much changed since we did the initial write up.

FluffiestPrincess commented 2 years ago

Yes, please, and the sooner the better. I've already written almost all of the flavour text, but I'm ok to change it if I can do it soon.

Provolonage commented 2 years ago

oh don't worry it would be mostly numbers tweaks, i think some of the proposed ideas would be too good or too weak, I don't think any of the anoms would change in effect significantly.

FluffiestPrincess commented 2 years ago

Ok, but still:

captaincobbs commented 2 years ago

Ok, but still:

  • Shattered Crust shouldn't give Hyperium; that doesn't make sense with the in-game fiction.
  • If the Garden of Eden "has all planet tags" doesn't work, I need to know what the alternate effect is.
  • Lemme know what "Dust Ruins" does when enhanced; that was left out of the document by mistake.

Shattered Crust could give Titanium I suppose Garden of Eden I'm thinking No disapproval due to planet type (force happiness raw to 0), +2 FIDSI per Population Dust Ruins would be cool if it gave +20 Dust per System Level and an additional +1 dust per pop when enhanced

wakystuf commented 2 years ago

@Arpharnator can you write some simple documentation so that @Kil10naire can put it on the changelog? The discussion above is a) out-of-date/inaccurate and b) hard to follow. For the details of each anomaly, feel free to link the final version of the Google doc.

captaincobbs commented 1 year ago

Going to change: Mixed Anomalies renamed to Positive Anomalies, recolored appropriately Positive Anomalies renamed to Enhanced Anomalies, recolored appropriately Allow everyone to use anomaly enhancement, modify the effects of some ecologist laws to make them far more beneficial for ecologists. Re-lore

wakystuf commented 1 year ago

That's all fine with me. What did you have in mind for the other Ecologist laws? I think most of them aside from the T0 are fine (and the T0 is great early, becoming useless only mid/late)

captaincobbs commented 1 year ago

Gave roughing it -10% Anomaly Enhancement/Reduction cost reduction per turn, up to 50% (15% up to 60% for republic). Doubled the cost of anomaly reductions and enhancements.

Moved all anomaly reductions to Simple Anomaly Reductions (T3) Moved all anomaly enhancements to OCP Investigation (T4)

captaincobbs commented 1 year ago

It just needs to be lored, waiting on frost

FluffiestPrincess commented 1 year ago

Lore pass underway! #1393