Planet Chances: Climate, Size and Specials

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Rocco
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Planet Chances: Climate, Size and Specials

Postby Rocco » Sat Apr 25, 2015 9:33 am

planet_special_weighted_chance
001F3E86 / 1FBEC6

default values
40 05 03 02 03 02 09 04 03 00 05 00
(adds up to 100%)

0 no special
1 wormholes - if % to high map gen. can stall
2 space debris
3 pirate cache
4 gold deposits
5 gem deposits
6 natives
7 splinter colony
8 hero - if set too high > map gen. stall
9 default 0 - but if value generates monster guarded systems
A ancient artifacts
B default 0 - seems to be ignored


EDIT:
2 interesting things I found out about this planet_special_weighted_chance table:
- An option that has been considered before dev's settled on the concept of Wormholes (#1):
  • "weakness in fabric of space", adding +2 parsec/turn between 2 systems.
- Also #8 is currently marooned hero. But some remains of an earlier idea is still in the game files:
  • "minor race", a civ of 5 pop and a small fleet that will defend their world when you find it.
Last edited by Rocco on Tue Oct 06, 2015 2:47 am, edited 7 times in total.

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Rocco
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Planet Size Table

Postby Rocco » Fri May 22, 2015 6:03 am

001F3E4B _planet_size_table
1F3E4B / 1FBE8B

default values
01 03 07 09 0A

percent chance for tiny, small, medium, large and huge planets:
10% = tiny
27% = small (0.3 * (100-10))
44.1% = medium (0.7 * remainder)
17.01% = large (0.9 * remainder)
1.89% = huge (rest)

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Rocco
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Planet Climates

Postby Rocco » Sun Aug 23, 2015 2:55 pm

You gotta love this one:

#1. 001F3DD3 / 001FBE13 _climate_roll_table
#2. 001F3DFB / 001FBE3B _normal_gal_climate_roll_table
#3. 001F3E23 / 001FBE63 _old_gal_climate_roll_table

#1 and #2 are the same, only #3 has different chances.
Table #1 is not used
Table #2 is used for Mineral Rich and Average galaxies
Table #3 is used for Organich Rich galaxies

Rows are planet types
Columns are groups 0-3
Each column should add to 100%, but it doesn't in below example for Group 1 (105%).
Table 3 has the same issue in Group 2 (105%)

Table #1 & #2:
0F 0F 0A 14 Toxic
37 32 0F 00 Radiated
19 19 0A 46 Barren
05 0A 0A 00 Desert
00 05 0A 08 Tundra
00 00 0A 02 Ocean
00 00 0B 00 Swamp
00 00 0B 00 Arid
00 00 0B 00 Terran
00 00 02 00 Gaia

Group 0 = Bombarded
Group 1 = Hostile
Group 2 = Life Supporting
Group 3 = Lifeless

Example: putting Toxic at 0 for all 4 columns and adding the values to other planets, eliminates Toxic from the galaxy alltogether.

EDIT
There is a direct relation with the class_to_group table, which is modified by Siron's Goodmap3.
GM3 changes all values in the class_to_group table to 2, meaning planets will be chosen according to the third column in above climate_roll table, resulting in more habitable worlds.

EDIT2
The class_to_group table combines the star spectral class and the planet orbit to determine the planets group.
As said, the group together with the galaxy age then determines the exact planet's environment class.


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