Torus Ring Corrected 2.7

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Author: Hadrim

Last revision: 25 Oct, 2020 at 21:59 UTC (10)

File size: 27.99 MB

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Description:
Welcome to Torus Ring Corrected 2.7 (Working on 2.8 Checks)

NOT CONFIRMED 2.8 COMPATIBLE YET (CHECKING THROUGH CHANGES)!

This mod aims to carefully fix some of the issues and shortfalls from the original
[Planet Rings – Torus] Mod, so it can be a little bit more in line in terms of balance with everything else, while also providing the time to correct some of the formatting, code discrepancy’s and of course update in certain areas.

The original mod added a starting and or buildable Megastructure at the beginning of the game to be made use of. That could potentially be used to both produce a number of different resources, or with further upgrades, increase the yield and construct it’s own defensive grid to guard your entire capital system for peace of mind.

I will be actively tweaking and adding to the mod a little and often while I work on my own projects. So no worries, I intend to add a number of new features and do a lot of extensive further testing to make sure the mod can be the best it can be.

This does not require the original mod.

Updated Features:

One can now select from Two Origins:
  • Sol Torus: Start with a Level 1 Torus around the Earth Capital of Sol.
  • Torus Alternate: | Start with a Level 1 Torus around the Capital Planet, with the ability to choose from any planetary initializer, including moons.

    However only one each can spawn in a game!

Meaning the maximum number of Torus Starts that can be in a game at any one time is Two.

  • Player & AI, Player & Player, AI & AI.

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Further Additions:

  • Carefully adjusted resource production, build construction and upgrade values for each Torus level. With particular attention being paid to the first level that is used within the Origin starts, this is to ensure a sense of balance but retain that different gameplay feel and enjoyment that should come with such a start.
    However there is still much room for improvement and I welcome critique and suggestions.
  • There are now Two Torus versions, the standard one and a weakened one called ‘Tenuous Torus’ for a flavoured start, that can be accessed via the Torus Alternate Origin start. This second version can only be spawned in with, not built and is randomly assigned, so you might get either. Tenuous Torus also has a 20 year penalty from the beginning of the game before another ‘standard’ Torus can be constructed. There are differing weights for each of the Six new solar system initializers determining starting Torus. Sol Torus Origin initializer will always start with a standard Torus Design.
  • Currently you can produce an endless amount of Torus’s. However only one can be built at once.
  • Ability to now use any planetary or moon solar system initializer with the Torus Alternate Origin. [Pre-built have been removed for now until a more creative use for them is found]
  • Two Sol Origin Initializers, one for Vanilla, one for Realspace Compatibility.
  • Two New Traits, one applied respectively of the Torus received through the Torus Alternate Origin.
  • A number of added and corrected placement areas for the Torus:
    Including the ability to have the Torus built around any active colony that an empire owns.
    Conversely the Torus cannot be built in any systems that contains any other Megastructure or special star classes: Black Holes, Pulsars, etc. (except gateways)
  • Cannot initially be used by Gestalt Consciousness. However they can build the Torus providing they decide and or discover the researchable technology for it later on.
  • It requires Torus Ring and Mega-Engineering Technology to upgrade the first levels, while requiring further Titan Tech for the last levels. Those who do not use or receive an Origin start may research the Tier 3 Torus Ring Technology required for Torus construction when able.
  • Special Planetary Modifiers Bonuses are given per level to the starting Origins or Empire’s who constructs and upgrades the Torus Ring.
  • Heavily Modified Torus Defence Network, that appears after the completion of the Level 3 Torus Megastructure upgrade.
    Perfect to fortify your lonesome colonies in the outer rim or defend Strategic Planets of Interest.
  • Balanced debuffs applied to both Origins, to best ensure balance when using the power of the Torus.
    (To be expanded upon. May require further tweaking.)
  • Mega-Engineering Tech received as a near immediate researchable technology for all Origin Starts.
  • Neighbouring systems have no guaranteed habitable planets. [This now only applies to Sol Origin]
  • Custom Ambient Sounds || Based off modified Ringworld sounds as of current.
  • Fixed a number of bugs, code discrepancies and localisations.
  • The Torus adapts to planet sizes on initial Torus Origin spawn or construction. Allowing for a huge range of planets and classes being usable without the worry for clipping. Size 6 World? No Problem. Size 50 World, even though engine doesn’t really like that but still works? No Problem. The Torus Defence Network upgrade adapts to.
  • Planetary Torus Autoscaler (The Torus will now dynamically and automatically adapt to a planet changing size in game, due to events or other mod actions once a year.)
  • Configuration and information Menu at Game-start and as an accessible Edict. The menu can be used to customize Torus Placement options for a game run (eg: Two or more Toruses allowed to be in one system or building a Torus around a minor planetary body).
  • Custom Startscreens for both Origins.
  • Torus destroyed when hosting planet is cracked.
  • In-built compatibility with Realspace and Planetary Diversity.
  • AI is Enabled & Weighted.
    (Further testing will continue)
  • Should theoretically work in Multiplayer without issues.
    (However I haven’t had a testing partner per say myself)

New Features Planned.
Known Bugs/Missing Pieces:

  • Defence Grid Platforms do not currently match the technology of the Empire in question building/using them or use other custom mod created components/weapon utilities.
    [To address in thereafter update].
  • If the configuration menu is used to allow the building of multiple Toruses within the same system, it will lead to the Torus autoscaler being disabled until another solution is designed that allows for this.
    (You can now use the "Torus Respawn Fix" button in the configuration menu to respawn Toruses with the correct sizing manually.)

  • If using the configuration menu to allow building around minor planetary bodies, a few of those specific class types will cause visual artefacts, however will not lead to gameplay related issues.
  • Conflicts should likely only arise as of the present moment with the aforementioned below.

Compatibility:
  • Overwrites the Alloys, Minerals & Influence AI Budgets.
  • Overwrites default scriptable_triggers_00 currently.
    (The game does not allow existing scriptable triggers to be replaced individually without producing an error)
  • I would advise starting a new save before using this mod.
  • Currently Requires the Apocalypse DLC.
  • In-built compatibility with Planetary Diversity & Realspace [inc. System Scale Addon] and functioning without issue with Guilli’s Planet Modifiers mod. Patch available for use with Starnet AI.
  • Starnet Patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2203884549

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If you find any issues, please don’t hesitate to give me a hola, and I’ll see what I can do.

Please be patient.

And as always. Thank You.