So I did it as a mod. Available on the Nexus and also on Steam Workshop.
The values that I've set are mostly arbitrary and I honestly have no idea what impact they'll really have on the economy. Feedback is more than welcome
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Awesome! I wanted to create such a mod as well with a different approach (calculating the minable resources in a sector and depending on that setting the sun light factor (so sectors with low minable resources would have higher sunlight to compensate) but I really like your approach even better because its more realistic. Will definately play with it in my next game.Alkeena wrote: Tue, 2. Mar 21, 09:23 Recently the Egosoft CEO suggested during an interview with Captain Collins that they would like to be able adjust sector sunlight levels to vary the economic landscape a bit but that they didn't feel they could do it for backwards compatibility reasons.
So I did it as a mod. Available on the Nexus and also on Steam Workshop.
The values that I've set are mostly arbitrary and I honestly have no idea what impact they'll really have on the economy. Feedback is more than welcome![]()




Does this mean this is compatible with your faction mods?DeadAirRT wrote: Thu, 11. Mar 21, 02:17 Thank you for doing proper diffs that will not have compatibility issues!

Yup, Alkeena did the diffs in the best way possible so it should work with any mod that adds sectors (assuming they also did it correctly).


DeadAirRT wrote: Thu, 11. Mar 21, 02:17 Thank you for doing proper diffs that will not have compatibility issues!


Yep. Though unless the devs have changed their minds it will only apply to the new sectors in CoH. Old sectors will all retain their 100% efficiency.MHDriver wrote: Mon, 15. Mar 21, 19:48 I believe with 4.0 the production of energy cells will vary with the level of light from the star in the system. Higher sector light levels = greater energy cell production. Example, in the Mercury system the light level is 600% of the baseline which is figured by the level in the Earth sector.

Seems a bit to only apply new mechanics to the new sectors but I suppose they don't want to impact players with extensive factory networks already established in older saves..Alkeena wrote: Mon, 15. Mar 21, 19:56Yep. Though unless the devs have changed their minds it will only apply to the new sectors in CoH. Old sectors will all retain their 100% efficiency.MHDriver wrote: Mon, 15. Mar 21, 19:48 I believe with 4.0 the production of energy cells will vary with the level of light from the star in the system. Higher sector light levels = greater energy cell production. Example, in the Mercury system the light level is 600% of the baseline which is figured by the level in the Earth sector.
I'd personally love it if the devs did change their mind. Until then, this gives players an option to see some of that variation in this dimension in the rest of the vanilla galaxy in case they choose not to.



You can extract the vanilla mapdefaults, copy and edit the values which are very straight, put in a new mod's folder. It is very easy.Lyzah wrote: Sun, 1. May 22, 10:15 Hello, thanks for the mod. The mod no longer seems to work in version 5:10. The sectors are all 100% like vanilla.

I would be happy if someone could provide this. I do not know exactly how to do it.Realspace wrote: Tue, 3. May 22, 10:49You can extract the vanilla mapdefaults, copy and edit the values which are very straight, put in a new mod's folder. It is very easy.Lyzah wrote: Sun, 1. May 22, 10:15 Hello, thanks for the mod. The mod no longer seems to work in version 5:10. The sectors are all 100% like vanilla.
Btw in my next mod, a galaxy remake, I change those values too, according to the new clusters, some are close to sun ones.
Still haven't checked if this affects the sunlight in game. The parameter is there thou..