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andrea.bonicelli 2018 年 1 月 8 日 上午 2:25
Fuel popularity change modding
Hi
I know that the dynamic fuel popularity change for year are limited to a maximum change of +/- 0.5% for year.
There is a way to change this value through modding?
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Eric.B  [开发者] 2018 年 1 月 8 日 上午 4:58 
It is not possible to mod the rate of change for dynamic fuel popularity growths. It is hard coded into the game.

I do have a couple of tickets out there for the Fuel Type Growths, including: https://bitbucket.org/EricBJones/gearcity/issues/302/increase-fuel-popularity-growth-if-it-has
and https://bitbucket.org/EricBJones/gearcity/issues/49/merge-fuel-popularity-types-for-electric
andrea.bonicelli 2018 年 1 月 8 日 上午 7:06 
Ok, thanks for the quick replay
Eric.B  [开发者] 2018 年 1 月 8 日 上午 7:23 
Most likely with that first ticket, I'll make the rate growth a little more dynamic. But it probably won't go higher than 1-2% per year unless you flood the market.
plotz 2018 年 1 月 30 日 上午 7:58 
Hi Eric,

you are probably dreading my posts already - but there's no (easy) escape ;) . I am digging deeper into the modding possibilities of the game and am toying with the idea of a little rebalancing and ideas of adding little tweaks such as two/three/four/five valve layouts per cylinder. Thus, I also took a good hard look at fuels.

Follow-up question :) :

- In the ModTools Suite / Components / Fuel: Does the "AI Popularity" field indicate the base popularity with customers or just the frequency for AIs creating cars with that type of fuel? I can see the base values for Diesel, Hybrid, 4StrokeGas are quite high, as expected.
- How does a value of e.g. RPM "1,000" translate into "ingame stars" or rather ingame numerics? Is that the equivalent of 4 stars? I understand the baseline for Development/Manufacturing effort is reciprocal.

As always: Thank you very much in advance. I am secretly hoping you will enjoy the results just as much, as I do ;) .
Eric.B  [开发者] 2018 年 1 月 30 日 上午 9:53 
[quote=plotz;1692659769965673212
- In the ModTools Suite / Components / Fuel: Does the "AI Popularity" field indicate the base popularity with customers or just the frequency for AIs creating cars with that type of fuel? I can see the base values for Diesel, Hybrid, 4StrokeGas are quite high, as expected. [/quote]
AI popularity in the "Fuel" tab is for consumers.

"Fuel" in AI Pop tab is for Manufacturer's selection of sub components. However, with fuel in particular it has a stronger bias to choose the most popular consumer fuel instead of the sub-component selection bias. Both are used in the formulas for sub-component selection.

- How does a value of e.g. RPM "1,000" translate into "ingame stars" or rather ingame numerics? Is that the equivalent of 4 stars? I understand the baseline for Development/Manufacturing effort is reciprocal.
RPM's have no direct effect on "stars". Get the whole concept of "Stars" out of your head for starters. There are Ratings and there are Specs. RPMs are specs. Stars are used to show players pictures instead of ratings numbers.

RPMs are used to calculate HP (along with torque), thus indirectly it will effect performance ratings of an engine/vehicle.

If you increase a sub component's RPM values, it will increase the engine's PRMs and vice versa.

最后由 Eric.B 编辑于; 2018 年 1 月 30 日 上午 9:54
plotz 2018 年 1 月 30 日 上午 10:16 
Fuel:
OK, thanks. Can overall rebalancing of fuel popularity be done? I loaded the Turn Events editor, hunting for a place to take a look at these settings. There is a sheet "components" allowing for popularity change settings. This is empty. I read the wiki documentation.
- If I designate an event marking popularity change = 1,000 -- is this a relative or absolute change and will it only affect AI popularity or customer demand?

RPM:
Yep, I got it. Ingame, it represents a "rating" between 0 and 100. That's my conception.
I'll take a different approach: Are there any values that are "invalid" or does a hypothetical value of "5,000" for "durability" just lead to a capped rating of 100 for the component (or does it even "bleed" into the overall value for the vehicle?).
That's what I am trying to grasp here :) .

RPM was just an example.
Eric.B  [开发者] 2018 年 1 月 30 日 上午 10:43 
引用自 plotz
Fuel:
OK, thanks. Can overall rebalancing of fuel popularity be done? I loaded the Turn Events editor, hunting for a place to take a look at these settings. There is a sheet "components" allowing for popularity change settings. This is empty. I read the wiki documentation.
- If I designate an event marking popularity change = 1,000 -- is this a relative or absolute change and will it only affect AI popularity or customer demand?
Meta balancing of the fuel popularity is done with the fuel tab of the components editor.
Interpolation of the popularity values can be done with the "popindex" in the AI Pop tab of the components editor.

You can also use the turn events editor to make one time changes to fuel popularity values. Yes, it is currently empty in Base City Map (assuming this is the one you checked) because I am not finished making the maps yet. There may be some values in the Classic Map.


RPM:
Yep, I got it. Ingame, it represents a "rating" between 0 and 100. That's my conception.
I'll take a different approach: Are there any values that are "invalid" or does a hypothetical value of "5,000" for "durability" just lead to a capped rating of 100 for the component (or does it even "bleed" into the overall value for the vehicle?).
That's what I am trying to grasp here :) .

RPM was just an example.
It is different for each formula. You will have to wait until I publish the formulas in the in depth manual. For example, engine reliability:

https://pastebin.com/uKtEgxQq

The ratings themselves are capped to 100.
最后由 Eric.B 编辑于; 2018 年 1 月 30 日 上午 10:44
plotz 2018 年 1 月 30 日 下午 2:13 
That helps, thank you!
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