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AND I've always been so lazy(ie scared to try to figure out)-but now is the time to get some custom Factions into the Balance Mod 1.26
Probably the best way to generate .emp files based on the races is to create a game with the settings you want. Then once the game is started you can load each AI player (PW is master) and save their empire. Once that is done you'll need to make another game setup with extra tech points so that you can edit each .emp file to remove the cost of the colonization tech. Don't worry in a new game their default one is automatically given. If you don't do this then the empire file will state that more points were spent then allowed when you try to load it at the original intended game settings.
Minimum distance of planets from each other in the system min 1-2 hexes.
Minimum number of planets in the system
Maximum number of planets in the system
Planet arrangement in the system so that the larger ones are further from the sun.
Galaxy configuration so that there are no warp points everywhere.
Adding Gaya level planets defended by ancient civilizations or monsters.
Introduction of a very aggressive race of pirates that attacks everyone.
The last two elements are not really possible.
I have a question about the system happiness modifier in SE5 with the balance mod 1.26, there seems to be a disconnect in the way it handles battle results when making the populations of the system happier or more upset. It is great in purely ship battles, for the most part, but when fighters are involved it loses touch with reality, I know just a game. Specifically for example, I just had a battle that was a huge victory an enemy fleet of 41 ships some 15 megatons attacked one of my border fortress systems and I annihilated them at the cost of 44 fighters, 1.1 megatons, and the population of the system got upset over recent ship losses.
Can this be corrected or did Aaron hard code it into the engine?