trek.exe multipliers for growth, ground def., credits etc.

trek.exe multipliers for growth, ground def., credits..; support/discussion/questions

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trek.exe multipliers for growth, ground def., credits etc.

Post by thunderchero » Fri Apr 25, 2008 11:41 pm

Credit for this post topic; Gowron

A lot of multipliers in this topic. Most of them affect more than 1 in-game value, so modding them probably won't be very practical. There are many more floating-point values around that area in trek.exe, but changing them didn't make any visible difference (they still have a meaning, for sure).

If a multiplier affects a bonus, then this means that the amount gained by that bonus is multiplied. E.g. if you change the multiplier for food and food bonuses from 0.01 to 0.1, then a structure that normally gives +50% food will give +500% food instead.


position: 0x176574
default value: 100.0
meaning(s): quadratic multiplier for ground defense; inverse multiplier for local ground defense bonus; inverse multiplier for global ground defense bonus
NOTE: For minor races, this multiplier is linear and not quadratic.

position: 0x17657c
default value: 0.01
meaning(s): quadratic multiplier for ground defense
NOTE: For minor races, this multiplier is linear and not quadratic.

position: 0x1766a4
default value: 100.0
meaning(s): linear multiplier for the output of ALL manned structures

position: 0x1766dc
default value: 0.01
meaning(s): linear multiplier for population increase by growth
NOTE: significantly increasing this value will also lead to crazy numbers of trade routes

position: 0x1766e4
default value: 0.01
meaning(s): linear multiplier for energy (output of manned structures); linear multiplier for local energy bonus

position: 0x176714
default value: 0.01
meaning(s): linear multiplier for basic credits output; linear multiplier for local credits bonus; linear multiplier for global credits bonus; linear multiplier for trade route output bonus
NOTE: I'll explain this in a separate posting (see below)

position: 0x17674c
default value: 0.01
meaning(s): linear multiplier for food (output of manned structures); linear multiplier for local food bonus

position: 0x17677c
default value: 0.01
meaning(s): linear multiplier for industry (output of manned structures); linear multiplier for local industry bonus

position: 0x176794
default value: 0.01
meaning(s): linear multiplier for research (output of manned structures); linear multiplier for local research bonus
NOTE: The local research bonus is determined by morale. It can also be chosen as a building benefit type (e.g. via UE) , but that doesn't seem to work.

position: 0x17679c
default value: 0.01
meaning(s): linear multiplier for information (output of manned structures)

position: 0x1767dc
default value: 0.05
NOTE: This value affects how morale works. It will get its own topic (soon).



covered area: 0x176000 through 0x176c00
(this is just a reminder for myself; all values in this area have been tested, not necessarily with success)



Detailed explanation of how to calculate the total Credits output of a star system with respect to the multiplier at 0x176714

For easier reference, I'll call the multiplier M.

1. Multiply the population by
( M * [race-specific income constant] * [current morale] )

2. Multiply the combined (cut at the decimal point for each) basic output of all trade routes (from this system) by
(1 + 100 * M * [trade route bonus in %] )

3. Add the results from (1) and (2).

4. If a local credits bonus exists for this system, multiply by
(1 + 100 * M * [local credits bonus in %] )

5. If a global credits bonus exists for this race, multiply by
(1 + 100 * M * [global credits bonus in %] )

6. If the result is an integer, increase it by 1. Else, round up to the next integer.

7. Add the benefit of "trade goods" if the system is currently producing them.

Conclusion:
Increasing M can have a really, really big impact, especially if those bonuses are present.

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