Hi all,
I didn't want to start a new thread, so here's my table as well.
Was built for v1.1.1.
Uses some fixed offsets, so it might break in a new release.
The table is signed to avoid CE's prompt for the auto-attach script.
One script, many features.
I put them in groups so it's easier to manage. Resource Controls
- Min. Energy Ratio; keeps your energy at a min. level based on your current energy pool size.
- Min. Prestige; keeps your prestige at a fixed min. level.
- Spawn Grown Plants; makes the plants that spawn grown instead of saplings
- Plants Drop Additional Goods; drop additional number of goods when a plant is harvested automatically or manually. It comes with a hotkey toggle because automatic harvest with this script quickly overwhelms your bots with crates, your recycler with spoiled goods and your storage with goods. If that's what you want, of course, you can always disable the hotkey flag (you might want to use a smaller number in this case for a permanent boost). While the hotkey flag is enabled, you need to the hold SHIFT when you click the harvest button for the effect to trigger. While holding SHIFT, automatic harvesting gets the boost as well.
- Pickup Radius Mod; allows scaling the radius of the pickup zone (when you hold the mouse). Unit Controls
- Min. Droid Energy; keeps your droids from ever getting into 'Low on Energy' state based on their own individual charge limits.
- Anger Gain Mod; scales the rate at which aliens gain anger.
- Anger Loss Mod; scales the rate at which aliens lose anger. Building Controls
- Recycle Speed Mod; scales the rate at which recycler processes garbage. Takes effect only at the "next batch". Note: there is a built-in maximum of 20.
- Production Time Mod; scales the time required for a factory to produce any given good. Takes effect only at the "next batch". Note: there is a built-in minimum time, which is basically the sum of the times of the "good insert" and "good eject" animations.
- Research Speed Mod; scales the rate at which research labs perform research. Takes effect only at the "next batch". Note: again, this applies to the actual research, not the start and finish sequences. Damage Controls
- Player Damage Over Time Mod; scales the "damage over-time" applied to the player's buildings. Helps with repairs and inspections.
- Non-player Damage Over Time Mod; scales the "over-time damage" applied to non-player buildings (foes and allies alike).
- Min. Health Ratio; keeps the health of your aliens and buildings at a min. level based on their current health pool. This also applies to "damage over-time" type of damage.
That's it for now.
I'll start playing the campaign now to see what else might be practical.
Enjoy!
As for the game, I can't say I'm happy with it.
- There's way too much micro-management to be done for a game to omit active pause.
- Then, factory production is stupid - each factory has to be managed separately. It should have been a single panel for all factories.
- There is no hint for a lot of reasons why creatures are angry - for example, you can only guess what terrain is missing or where a queue problem taken place.
- Then, there are the bugs like alien's can't find their own terrains and druids not planting as much on specific terrains (lava and moon).
I do like the blueprinting capability a lot, I wish the game would allow sharing blueprints between players.
Let's hope a DLC will add a real campaign and fixes at least some of the deficiencies.
Update #1
- Added Spawn Grown Plants to Resource Controls.
So many downloads and only 1 positive rating...
Seems there's no point posting stuff anymore...
Update #2
- Forgot to copy over a scriptlet, causing player units not to be protected from damage. Fixed.
Update #3
- Added Plants Drop Additional Goods to Resource Controls.
Update #4
- Added Pickup Radius Mod to Resource Controls.
The more I play it, the less I like it.
I guess my expectation was that it will be at least as good as the original Startopia...
Well, it does look better, it does run in high resolutions, and it addresses a few convenience functions missing from the original but in every other sense it just does not even come close!
Get a refund.
Or, do not buy.
I really hope Evil Genius 2 will fare better.
BTW, 6 positive votes after hundreds of downloads.
You guys suck. Don't expect any more updates from me.