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The Colonists

Posted: Wed Oct 02, 2019 1:03 pm
by Csimbi
So, after so many hickups it seems the devs are pulling their shit together.
I could actually start v1.3.4.3 and play it.
In their defense, I did not try every build, it may have been working sooner.
Advice: trains are broken, don't use them. I have not yet encountered a map that was large enough to need trains, so you won't really be needing them.

So, I took a look under the hood and... well.. okay.
Thing is, some things are done well, some are quite unoptimal (like recalculating some values every time it's needed instead of just using a cache).
Constant timestamping takes a lot of resources, too. I understand it's better than having bazillions of timers, but there are ways to avoid this.
Probably the reason why it was buggy and why there are still slowdown on larger networks.
That's the bad news.
The good news is that the game is freaking awesome and terribly addictive, much like Settlers.
If you liked Settlers, this is a must-have, go get it, it's worth every penny if you like this genre.
I am hoping there will be more content - challenges, campaigns and so on.
But, that's not why we are here.

I built a table with an AOB script which gives you:
- Min. Road Length Patch; overwrites the internal minimum road length value with a value of your choice, whenever you start building a road. Not sure why the devs chose 4 as minimum, 3 works much better. Now you have a choice. AI does not seem to use this value, meaning it won't ever be able to build as efficient of a network as you could (the shorter the path, the less the bots walk). Technically, this goes into the saved game, so no need to patch again until the next map but there's no harm having it on constantly, either.
- Resource Deposit Patcher; overwrites the amount of resources in the natural resource piles that you mine using surface mines with a value of your choice, whenever you hold CTRL or ALT the moment you hover the mouse over the pile (when the hint pops). Great for clearing out resources in the way (set each pile to 1 quick and they'll be gone very soon), great for ensuring you have unlimited amount of resources to mine from these piles (setting each pile to 999 is pretty much just that). But it's really awesome for draining the AI's resources - take away their stone piles and they'll be stuck. Note: the graphics of the pile is updated only on mining or when reloading a save.
- Building Process Time Mod; allows you to scale the time required to process some resource. Interestingly, often times buildings don't use this. Lumberjack does.
- Bot Boost Bonus; allows you to add a fixed % of bonus to bots at certain events such as processing, pickup, dropping off resources, etc. (I did not hack them all). Works much like the monuments add their own bonuses. This bonus is additive to the bonus granted by the monument, even if the monument bonus is zero. The value you see is multiplied by 100; 1 means +100%, 2 means +200% and so on.
- Fuel Load Mod; allows you to scale the amount of fuel (battery charge) that is topped up when the bot recharges. A value of 5 means your bots will be able to work 5 times longer without refueling. Ultimately, it means you'll need far less (1/5th) batteries to produce the same amount of resources.
- Flora Growth Time Mod; allows you to scale the time required for flora growth (from sapling to full growth). Applies only to newly planted saplings that are planted by the player's bots.

With the default settings, I could make glass in a year in economy mode and build the large monument in 1y4m or so. There is no diamond achievement though :P

The script uses fixed offsets, so the chances are good it's going to break in the next update.
Enjoy!

Update #1
Added Flora Growth Time Mod.

Re: The Colonists

Posted: Wed Oct 16, 2019 2:43 am
by Zanzer
Here's my contribution

Cheap Build/Research
Unlimited Mining
Instant Tree Growth
Mouseover Deposit Pointer
Clicked Object Pointer
Game Time Pointer

Re: The Colonists

Posted: Mon Oct 28, 2019 9:50 am
by Mati8
Thank you very much for this.

Unfortunately these tables seems to have stopped working with current version of the game (1.3.6.3).

Will the .CT be updated?

Re: The Colonists

Posted: Sat Dec 07, 2019 4:47 am
by Kessem
First thank you all contributors for your hard work on this site.

The table seem to partially work, but it also to seem to give the same benefits to the AI players.
Is anyone working on this?

Re: The Colonists

Posted: Thu Dec 12, 2019 8:21 pm
by Mati8
Current version of the game (1.3.6.3).

...guess no update is coming?

Re: The Colonists

Posted: Fri Dec 13, 2019 11:07 am
by Csimbi
Not until DLCs and patches stopped dropping at least.

Re: The Colonists

Posted: Sun May 17, 2020 11:37 pm
by krmit
Please, update for v1.4.3.1

The Colonists

Posted: Wed Jun 17, 2020 7:57 pm
by Csimbi
Updated to 1.4.3.6 on GOG.com.



Same stuff as before, so please refer to the OP for description.



The table is signed this time because it comes with an auto-attach LUA script.



Enjoy.



Added to CEShare as well.



Update #1

- Fixed Player check

Re: The Colonists

Posted: Wed Oct 21, 2020 1:41 pm
by abheetgoel
Please Update for V1.5.5

Re: The Colonists

Posted: Thu Feb 11, 2021 9:44 pm
by lantash
Update please

Re: The Colonists

Posted: Wed Mar 17, 2021 2:09 pm
by Csimbi
1.5.9.3 and 1.5.10.1
Built them a while ago, forgot to post it.

Re: The Colonists

Posted: Wed Mar 17, 2021 5:17 pm
by Ricksanchez
Thank you so much! 1.5.10.1 script works flawlessly :-)

Re: The Colonists

Posted: Sun Apr 25, 2021 2:15 am
by Vasekdeadnote
Please Update for V1.5.11 version.

Re: The Colonists

Posted: Thu Jun 17, 2021 7:22 pm
by Ricksanchez
1.5.10.1 table works for version 1.5.12.1, as far as I can tell.

Re: The Colonists

Posted: Fri Aug 27, 2021 9:21 am
by BlutVampir
1.5.13 working too