Re: [MOD 0.12.22] Expensive Technology
Posted: Sat Aug 27, 2016 5:19 am
I bumped the version to 0.14. No other changes. Let me know if you need one specifically for 13, I'll see if there is a way to do that simply.
It's tricky to fix though. Part of the reason this mod works with most others is that it is strictly algorithmic. There is no hand-tweaking or exception table built in. It doesn't have tunings like "if the research is follower-robot-count, then reduce the cost multiplier." Maybe it should, but that opens a gate for really weird things to happen when other modders change the base research tree. There are other algorithms, though, instead of simple tree-depth. One could use logarithmic depth, or one could scale the research tree so that the biggest multiple is, say, ten, no matter how big the tree is. Is the research tree in your example particularly large? It might be useful to know what multiples you're seeing. Ultimately though, I don't know how to detect that a particular research is going to be a problem based on its values. I suspect the best I could do for those would be to have an override table for depth which is still not what you want. It is possible, by the way, to change the purple costs for a given tech in a little mod of your own, or by hacking on the original. Reducing the extreme purple cost seems to be the most direct way to get the results you want.doktorstick wrote:There may be an unintended consequence...