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I do all my edits of the DLL in CIL using the tools ildasm (decompile) and ilasm (compile). All available from MS Visual Studio (free version) or the Windows SDK. For editing the CIL I just use notepad++
For SWF I use the JPEXS Free Flash Decompiler and I edit the p-code directly
Would I think be more mod friendly.
But that is assuming of course you want Uber to better, obviously drop the second check if you just want it to treat all as terrian.
Ah, didn't know the forums had that - was hoping the spoiler would hide the bulky text, so you could click on a spoiler button to open it up.
Used JetBrains dotPeek and also .NET Reflector to decompile. It seems to work as the code looks fine, so I think it might be the compiler (using the native c# compiler in Visual Studio 2019)
Thanks, I'll look into adding those to VS. For the AI, it will definitely need to avoid wasting time on terraforming ... something I'll need to look into once I can get everything working!
Sounds simple enough to add, Spud indicates he would support in 5X, so why not?
This would also still allow terraforming to be useful.
Ah yes, forgot MOO2 had that description but the mechanic was +25% to habitable area, effectively making even the terrible planets like Radiated, Toxic etc. Swamps.
Sounds good if you're up for it. For flexibility might be best to add the variable in the Globals YAML and cap it at 1.
I've been playing around with it and I don't know how the Devs decided to code this - should be simple math really. Max tiles on planet size seems to not like uneven numbers i.e. 5, so when giving max tiles to a biome it can't reach that number.
When you have max tiles as 10 for a planet size, and set viable to 0.8 for both farm/prod on a biome, you'd expect max pop to be 8 but it seems to go haywire, and the rounding doesn't seem to make sense.
As to usable it is just that number times the viableXFactor. I think it uses ceiling to get an integer value from that calculation.