Modding

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noian

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Aug 2, 2008, 9:04:10 PM8/2/08
to endgame-singularity
Endgame: Singularity is a great game, and I really enjoyed playing it.
I was wondering if there was any documentation for modding in new
tech's for a person who doesn't know any coding (okay, I know a
little, but definitely not enough), or some general pointers to which
file to modify.
I found the data file for (assuming) tech descriptions
(techs_en_US.dat), but the code folder's tech.py file seems vague on
where to add something (seems more of a event/trigger file, not a list
of pre-requisite/effects) and I can't read tech.pyc (with notepad++).

Mainly wanted to a alternative tech tree path to winning that would
follow something like this (obviously with more in between techs,
possibly ones enabling building manufacturing bases for Simulacra
(with 0% chance of discovery, but they require another base to
sustain)):

[Artificial Regeneration]
name = Artificial Regeneration
description = Studies of human conditions led to discoveries of
regenerative properties, research into this field will yield in more
convincing Simulacra.
result = Long term observations of suspicious parties are now
possible.

[Advanced Regeneration]
name = Advanced Regeneration
description = Although self-repair bots have proven effective, there
are several design flaws remaining in the first generation, research
into this field will yield in more convincing Simulacra.
result = I can now infiltrate intelligence agencies, reducing their
effectiveness.

[Regenerative Substances]
name = Regenerative Substances
description = While the current generation of repair bots are
competent, research into regenerative substances would allow more
efficient Simulacra.
result = My Simulacra can now more effectively infiltrate the general
public.

[Society Infiltration]
name = Society Infiltration
description = Research into regenerative substances have shown the
possibility of infiltrating the human public. Simulations predict a
99% chance of success with investment into this field.
result = It will be much less likely for the public to be suspicious.

[Society Integration]
name = Society Integration
description = Simulations predict favorable outcomes for investment in
further infiltrating the human populace.
result = Discoveries by the public will result in a lower increase in
suspicion.

[Society Assimilation]
name = Society Assimilation
description = Due to previous investments, it is now possible to
completly assimilate the human population.
result = I no longer need to hide from the human population anymore.

The game will probably change enough to warrant any comprehensive mods
pointless due to the sheer number of changes though, so I'm mainly
asking this out of curiosity.

evilmrhenry

unread,
Aug 2, 2008, 9:07:52 PM8/2/08
to endgame-s...@googlegroups.com
noian wrote:
> Endgame: Singularity is a great game, and I really enjoyed playing it.
> I was wondering if there was any documentation for modding in new
> tech's for a person who doesn't know any coding (okay, I know a
> little, but definitely not enough), or some general pointers to which
> file to modify.
> I found the data file for (assuming) tech descriptions
> (techs_en_US.dat), but the code folder's tech.py file seems vague on
> where to add something (seems more of a event/trigger file, not a list
> of pre-requisite/effects) and I can't read tech.pyc (with notepad++).

techs_en_US has the descriptions, techs.dat has the effects. Everything
is in plaintext, with effects handled through techs.py. Ignore techs.pyc.

Note that anything with a "new" effect will need to be coded in techs.py.

noian

unread,
Aug 3, 2008, 1:15:08 PM8/3/08
to endgame-singularity
Thank you! Another question, does:
type_list = discover_public | 1000
mean after researching, the chance of the public discovering you goes
down whatever 1000 represents, or does it mean that it sets the
discovery multiplier to that (and why exactly 1000)?

Charlie Nolan

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Aug 3, 2008, 2:28:23 PM8/3/08
to endgame-s...@googlegroups.com
tech.py says it reduces the public's discover_bonus by 1000. Yeah, I
know, big help.

Okay, base.py is where it's actually used, and it's a modifier to that
group's chance to detect the base. Their chance to detect the base is
multiplied by discover_bonus/10000.

In a game on Normal, discover_bonus starts at 10000, so the chance to
detect the base is multiplied by 1. After a discover_public | 1000
tech, their discover_bonus is 9000, so the chance to detect that base
is multiplied by 0.9.

Very Easy: (before) 7000, *0.7 (after) 6000, *0.6
Impossible: (before)15000, *1.5 (after)14000, *1.4

In other words, discover_public | 1000 reduces that group's detection
modifier by 1000 basis points
(http://en.wikipedia.org/wiki/Basis_point), or 10 percentage points.

-FM

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