Modifiche per il documento Custom Game Starts
Ultima modifica di Daniel Turner il 2023/09/21 14:42
Dalla versione 15.1
modificato da Daniel Turner
il 2021/11/29 10:46
il 2021/11/29 10:46
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Alla versione 10.1
modificato da Daniel Turner
il 2021/11/29 06:50
il 2021/11/29 06:50
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... ... @@ -1,6 +4,3 @@ 1 -{{layout}} 2 -{{layout-section ac:type="single"}} 3 -{{layout-cell}} 4 4 {{info}} 5 5 Updated for version 4.10 6 6 {{/info}} ... ... @@ -17,10 +17,10 @@ 17 17 18 18 Budgeted Custom Game Starts require the player to load an existing **unmodified** save before becoming functional, this requirement is based on the need for the budget limits to be calculated on game progress. Budget areas include: 19 19 20 -* MonetaryBudget17 +* Budget 21 21 * Knowledge 22 -* Personnel 23 23 * Reputation 20 +* Personnel 24 24 * Research and Plot outcomes 25 25 26 26 How the budgets are calculated and how to optimise them is outlined [[below>>url:https://www.egosoft.com:8444/confluence/display/X4WIKI/Custom+Game+Starts#CustomGameStarts-CustomStartMetrics||shape="rect"]] ... ... @@ -30,13 +30,11 @@ 30 30 Creative Custom Gamestarts do not require the player to load an existing save and players can experiment from the outset. Creative custom game starts permit the creation of a game start in the exact same way as a budgeted one but without any of the budgetary restrictions (although the player still has a 10,000,000Cr limit). The player also has full control over which plots and research items are completed even if they have not been completed in an un-modified game. Additionally, the player can adjust their faction relations with otherwise locked factions like the [[doc:Xenon]], [[Kha'ak>>doc:Kha'ak]] and [[doc:Scale Plate Pact]] (although this can often have unintended and undesirable consequences). Finally, players can choose whether or not they want highways enabled or disabled and can enable and disable local and ring highways separately. 31 31 32 32 = Custom Start Metrics = 33 -{{/layout-cell}} 34 -{{/layout-section}} 35 35 36 -{{layout-section ac:type="two_equal"}} 37 -{{layout-cell}} 38 -== Monetary Budget Factors == 31 +TODO: There is some better name than the above for this section, but I'm too tired to figure it out. 39 39 33 +== Money == 34 + 40 40 |=(% colspan="1" %)(% colspan="1" %) 41 41 ((( 42 42 Variable ... ... @@ -290,19 +290,9 @@ 290 290 ((( 291 291 292 292 ))) 293 -{{/layout-cell}} 294 294 295 -{{layout-cell}} 296 -== Monetary Costs == 289 +== Knowledge == 297 297 298 -Increasing the financial budget would intuitively increase the player's starting balance, however, it becomes quickly apparent that that is not the case. This is evidenced by the restriction of the player's starting balance to 10 000 000Cr which leaves a massive 123 890 000Cr left over when the maximum budget has been reached. Instead the overwhelming majority of the monetary budget is consumed by inventory items (limited to a select range that excludes paintmods, and technology modification components), ships and starting stations. Prices of stations and ships are taken to be that of the average cost and the player cannot select the Syn or the Asgard for their starting ship or other property. Finally, having any pre-built stations will require funds for the blueprint cost on top of the cost of the station's built components. 299 -{{/layout-cell}} 300 -{{/layout-section}} 301 - 302 -{{layout-section ac:type="two_equal"}} 303 -{{layout-cell}} 304 -== Knowledge Budget Factors == 305 - 306 306 |=((( 307 307 Variable 308 308 )))|=((( ... ... @@ -465,19 +465,9 @@ 465 465 ((( 466 466 467 467 ))) 468 -{{/layout-cell}} 469 469 470 -{{layout-cell}} 471 -== Knowledge Costs == 454 +== Personnel == 472 472 473 -The Knowledge component of the Budget determines whether or not a faction or a sector is initially known to a player and in the case of sectors if all stations are known. Knowledge of a faction is a fixed value of 2000 points per faction but the cost of knowing a sector is variable with more remote sectors having a greater cost (this is important as players can only start in known sectors). Finally, the cost of whether or not all stations in a given sector is also a fixed cost like faction knowledge and is set at 1800 points per sector. 474 -{{/layout-cell}} 475 -{{/layout-section}} 476 - 477 -{{layout-section ac:type="two_equal"}} 478 -{{layout-cell}} 479 -== Personnel Budget Factors == 480 - 481 481 |=((( 482 482 Variable 483 483 )))|=((( ... ... @@ -680,19 +680,9 @@ 680 680 ((( 681 681 682 682 ))) 683 -{{/layout-cell}} 684 684 685 -{{layout-cell}} 686 -== Personnel Costs == 659 +== Reputation == 687 687 688 -The personnel budget affects the quality of the crew on ships and managers on stations. If a crew level is not set in the custom game start editor a random level crew will be generated. Crew cost factors in both the quantity of crew and the quality, quantity is considered linearly but the cost of quality crew grows exponentially. The cost of crew is roughly equal to ((star level)/3)^3.5 for levels over 1/3, this means a five star crew member will cost 13 070 points. 689 -{{/layout-cell}} 690 -{{/layout-section}} 691 - 692 -{{layout-section ac:type="two_equal"}} 693 -{{layout-cell}} 694 -== Reputation Budget Factors == 695 - 696 696 |=((( 697 697 Variable 698 698 )))|=((( ... ... @@ -854,10 +854,10 @@ 854 854 First level 20 reputation ceremony bonus 855 855 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 856 856 ((( 857 - 100822 +20 858 858 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 859 859 ((( 860 - 100825 +20 861 861 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 862 862 ((( 863 863 1 ... ... @@ -868,10 +868,10 @@ 868 868 Subsequent level 20 reputation ceremonies 869 869 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 870 870 ((( 871 - 25836 +5 872 872 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 873 873 ((( 874 - 250839 +75 875 875 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 876 876 ((( 877 877 15 ... ... @@ -913,7 +913,7 @@ 913 913 Sum 914 914 )))|(% colspan="1" %)(% colspan="1" %) 915 915 ((( 916 -1 600881 +1345 917 917 )))|(% colspan="1" %)(% colspan="1" %) 918 918 ((( 919 919 ... ... @@ -921,6 +921,8 @@ 921 921 922 922 923 923 889 + 890 + 924 924 **TODO:** 925 925 926 926 * Change: In Money //Has S and M storage modules// → //Has S or M storage modules//? ... ... @@ -933,16 +933,3 @@ 933 933 Test by starting the game and screenshotting the budget screen. Then load a saved game and compare the values. 934 934 ))) 935 935 ))) 936 -{{/layout-cell}} 937 - 938 -{{layout-cell}} 939 -== Reputation Costs == 940 - 941 -Reputation points exclusively affect relations with factions and can only be used to manipulate how the player interacts with the amicable [[factions>>doc:Factions]]. The default relations in the editor is identical to the 'Young gun' starting scenario with most factions preset and a value of 0 with the exception of the [[doc:Free Families]], [[doc:Fallen Families]], [[doc:Terran Protectorate]], [[doc:Yaki]] and [[doc:Zyarth Patriarchy]] which are set at -5, -5, -15, -25 and -15 respectively. 942 - 943 -Changing relations comes at a cost of 1 point per reputation level between 1 and 10 (raising negative reputation levels up to 0 currently incurs no cost). Between 11 and 20 inclusive raising reputation by 1 level costs 10 points. Between 21 and 26 inclusive costs 100 points per level, the jump between 26 and 27 costs 300 points and for every level over 27 it costs 200 points. The total cost of raising a factions reputation is hence 1 610 points. 944 - 945 - 946 -{{/layout-cell}} 947 -{{/layout-section}} 948 -{{/layout}}
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/1068896 46/Custom Game Starts1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889636/Custom Game Starts