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FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Click the ship's wheel at the bottom, it'll open the trade menu. You need to manually assign a ship to importing sugar.

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Platystemon
Feb 13, 2012

BREADS

FrozenVent posted:

Click the ship's wheel at the bottom, it'll open the trade menu. You need to manually assign a ship to importing sugar.

So exports happen automatically at standard prices, but imports don’t?

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.

Platystemon posted:

So exports happen automatically at standard prices, but imports don’t?

Yeah that's the gist of it.

Tercio
Jan 30, 2003

Still on the fence about this one. I'm most interested in the political simulation. Is this aspect richer than the previous titles? Also, detailed information on just how dynasties work/impact the game seems hard to come by - at least from the LPs I've been watching. Can anyone point me to more detailed coverage of this info?

Frankly I worry that this is just another money grab like with Tropico 4.

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Excluding 2, which didn't happen, this is the most radical departure from the standard Tropico paradigm yet.

Dynasties sort of work like a globalized manager system. And you can change which member of the dynasty is presidente, which is a mechanic I haven't fully understood yet. I wouldn't call the dynasty system a major mechanic a major one, anyway.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I've completely ignored dynasty and managers :(

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Managers are pretty good and you shouldn't ignore them.

Dynasty... Eh, it's not the end of the world, but if you upgrade them you can get some pretty spiffy global bonuses.

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride
Do global bonuses always apply? I was thinking maybe the member had to be Presidente to get the global bonus.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
You always get 'em. Guillermo de las Siestas, son of the eternal Marco de las Siestas, has the building cost reduction and I get it even though he isn't Presidente.

Trick Question
Apr 9, 2007


Also, if you check the dynasty page in the almanac, you can see that all of your dynasty bonuses are active.

Vivian Darkbloom
Jul 14, 2004


Ray and Shirley posted:

Still on the fence about this one. I'm most interested in the political simulation. Is this aspect richer than the previous titles? Also, detailed information on just how dynasties work/impact the game seems hard to come by - at least from the LPs I've been watching. Can anyone point me to more detailed coverage of this info?

Frankly I worry that this is just another money grab like with Tropico 4.

I would say that politics are not emphasized in this version. There's a faction system but it's easy to keep them all happy with trivial quests to build something, and it's similarly easy to keep foreign powers happy. The dynasty system is strange -- while I expected something that would give you different rulers in different eras, apparently there's nothing to stop one guy from ruling for over a century. Instead the dynasty is a bunch of characters that you can take from game to game, and in-game you get chances to upgrade dynasty members or gain new ones. Sometimes dynasty members will die by event, but otherwise you get to keep them and upgrade them over time.

Avalerion
Oct 19, 2012

Dogen posted:

Do global bonuses always apply? I was thinking maybe the member had to be Presidente to get the global bonus.

They all apply but Presidente's bonus is doubled, you can see all active bonuses in the almanac under the dynasty tab.



The game's good, I like the grid layout and traffic seems to be less of an issue than it was in Tropico 4 so I can actually make pretty looking cities. Shame about the lack of customization and game could use a few more maps in my opinion though.

Avalerion fucked around with this message at 07:43 on Jun 1, 2014

Tulip
Jun 3, 2008

yeah thats pretty good


I've been spergin out and it occurs to me that maybe i can just ask a few things -

1)As far as i can tell, a squad of tanks is as good as a platoon of infantry, the difference is the manpower/land demands of each. Am i totally off base on this?

2)Tourism is...unprofitable. Not including attractions (which always seems to come out to like 1/3 hotel rents), i'm seeing breakeven times of like 50-100 months, which is terrible compared to agriculture and whatnot. Is there some magic bullet i'm not seeing (other than building country hotels near Hang Gliding Clubs, holy crap those print money).

3)How stable are market prices, particularly era to era? Has anybody been keeping track?

4)Are colonial era pirates at all predictable? I see them like 1 out of every 5 games tops, so it seems like they're really arbitrary.

5)The competition events for new heirs: are those mapped out yet, or is it crazy arbitrary?

The game's particularly fun in multiplayer-by-points, even if it's a little unstable. You wind up doing all sorts of stupid poo poo (like taking out debt to quick build cathedrals) that feels very in the spirit of being a crazy dictator.

Guildencrantz posted:

Has anyone been able to successfully go Maximum Hitler and create a horrific, oppressive hellhole of inequality? I'm trying to do that as a break from the usual utopian nice guy style, and it's actually super hard. Either I get owned by rebels, or sunk by the cost of the outsize army needed to keep the rebel hordes at bay. All I want to do is move my cronies and enforcers into lavish mansions while taking a dump on the poors, is that so much to ask?

... Now I feel terrible for typing that out.

Oh yea it's totally possible. The biggest problem is that it's hard to create a separate housing for military, but it's possible if they're the only rich people or you just have few enough rich people that the soldiers are all in mansions: your military's loyalty tends to come down more to their happiness than the happiness of the general faction (which is good, because militarists hate "Professional Military").

What really seems to killed me when i'm went full-on Pinochet this morning was that i left right to bear arms on and had a bunch of food related uprisings. This lead to a ton of productive workers dying, which lead to a King of Dragon Pass style deathspiral where i had 3 kids for every adult and couldn't feed them all and eventually the military got so pisssy i had to fire all of them but the palace guards, and then there was another uprising.

Gobblecoque
Sep 6, 2011

Ray and Shirley posted:

Still on the fence about this one. I'm most interested in the political simulation. Is this aspect richer than the previous titles? Also, detailed information on just how dynasties work/impact the game seems hard to come by - at least from the LPs I've been watching. Can anyone point me to more detailed coverage of this info?

Frankly I worry that this is just another money grab like with Tropico 4.

Tropico is above all else a city builder. There's a little bit of political factions and foreign powers, but it's super easy to manage and really exists for flavor more than actual gameplay. As far as dynasties go, it basically takes the detail put into just El Presidente in the previous games and spreads it thin across a half dozen people. Every dynasty member gets a trait when they emerge that gives a bonus to the whole of Tropico and the building they manage, and it levels up 5 times from rare events and from your Swiss bank account. You're probably not finding detailed information on how dynasties work because there isn't much need for detailed information: it's really simple and there's not much to it.

I wouldn't say that Tropico 5 is a money grab like 4 was. What it is, however, is a really simplified Sim City where you make pretty cities with some (pretty good, I might add) humor thrown in. I like it, even though it still falls really short of its potential. I'd say wait for a sale.

champagne posting
Apr 5, 2006

YOU ARE A BRAIN
IN A BUNKER

Considering the shallow depths of SimCity 2013 this is probably the better city builder.

PirateBob
Jun 14, 2003
Soo.. there seems to be only 2 islands in the entire game... :negative: What the gently caress? Has there been a comment from the devs about why?

Gobblecoque
Sep 6, 2011

Boiled Water posted:

Considering the shallow depths of SimCity 2013 this is probably the better city builder.

Note that when I say Sim City I'm talking about the good ones, such as 4. Sim City 2013 doesn't exist. :ninja:

PirateBob posted:

Soo.. there seems to be only 2 islands in the entire game... :negative: What the gently caress? Has there been a comment from the devs about why?

There's only two islands in the campaign, there's a bunch more in sandbox mode.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
There's four actually in the campaign. It resets halfway through.

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire
The reason theres fewer in the campaign because they're persistent through missions so having 10 islands you have to constantly go through would get more tedious.

PhantomZero
Sep 7, 2007
There is a consistent narrative across each mission, rather than having each mission being a different island and starting from scratch with some sort of challenge applied to you.
I like it because you get to play with the islands you've made longer, and the two new islands come right when you realize how horribly you created your first two islands.

There are still 10 different islands to choose from for Sandbox/Multiplayer.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
There should have been three playstyles. Challenge maps that slowly ramp up challenges and play like the old campaign with preset buildings and more scripted events. A legacy game like the current campaign and sandbox.

No doubt when the DLC starts to drop it'll fill the challenge map hole though slightly annoying we'll have to pay extra for it.

Platystemon
Feb 13, 2012

BREADS

RagnarokAngel posted:

The reason theres fewer in the campaign because they're persistent through missions so having 10 islands you have to constantly go through would get more tedious.

They should’ve let you choose which two islands you wanted to switch between.

Poil
Mar 17, 2007

Random maps are really stingy with fish, I'm playing a medium map and I got 2 spots which spend most of their time fishless despite not using the net upgrade.

Martian Manfucker
Dec 27, 2012

misandry is real

Platystemon posted:

They should’ve let you choose which two islands you wanted to switch between.

What do you mean? I'm only on the WE HAVE TO GO BACK mission and it's let me choose between the two for most of the missions.

edit: oh sorry I understand now.

Martian Manfucker fucked around with this message at 15:58 on Jun 1, 2014

Palleon
Aug 11, 2003

I've got a hot deal on a bridge to the Pegasus Galaxy!
Grimey Drawer
There are at least 4 campaign islands. Maybe more, not sure how much longer it is, but you get 2 more around 10 missions in.

Edit: badly beaten

Baronjutter
Dec 31, 2007

"Tiny Trains"

I like to go "full german" in these games and am pretty bummed that all the spergy details and controls "for the germans" they've always had have been reduced.

I hate the new "budget" system, or at least I don't understand it. In previous tropico games housing had a set quality and a set upkeep (that you could lower both with roach patrol) and then you set the rent. Set the rent too high and no one can afford to live there, set it too low and you'll loose money on it. Very simple system. Same with work places. You simply set the wage which would make the workers more satisfied and give them more purchasing power to afford things like your rents and entertainment. It also let you really engineer your society from a class-based capitalist hell to a classless state where everyone from farmers to bankers made the exact same wage to live in the exact same housing.

Now from what I can see of the new system, buildings just have a "budget". The budget for a factory seems to represent mostly just the wages, and by increasing it you can increase both the satisfaction and "wealth level" of the workers. BUT, unlike previous games, these wealth levels are pre-set by the building. For example you can't just increase the budget on a plantation until the farmers are "rich", the best they can be is "well off". While buildings like banks and hospitals are pre-set at the upper range. I would have vastly preferred to just set a numerical wage rather than it hidden behind class pre-sets.

My main problem is with housing. I can understand the "budget" for housing being how much upkeep you are paying and thus how nice the housing is. Higher upkeep = higher quality, that would make sense. Or have fixed quality/upkeep and instead have "rent" buttons. But instead they seem to have mixed the two, which to me ruins the entire purpose of being able to change anything. What if I want an equal society where everyone lives in a top quality mansion? Mortgage subsidies helps a bit, but still I don't feel like I have anywhere near the level of control I used to, nor do I have anywhere near the level of information I used to.

Also in previous tropicos it was very easy to globally change settings, T5 usually involves extremely tedius clicking. It's very easy to forget a couple buildings, specially when there's no graphical feedback for things like upgrades. This is a really lovely back-slide too. Previously every time you upgrade a building the model changed. Upgrade to skylights? The building got skylights. Upgrade to electricity? The building gets covered in air conditioners. They couldn't even be bothered to loving hang a flag on the embassy for the country you've invited. Little details like that that tropico used to have and now doesn't is absolutely inexcusable.

Everyone likes to play tropico differently and set them selves different goals. For me I liked to try to create as much of a ridiculous startrek utopia where everyone was super satisfied and there was little to no wealth inequality. I can't really do that anymore. Hell there doesn't even seem to be a wage inequality stat anymore.

Oh also a lot of the housing buildings seem horribly unbalanced.

For instance the house costs almost double the country house but is only a tiny bit higher quality and lacks the food self sufficiency. After upgrading all my houses each house went from about 41 quality to 55 quality. Also the upkeep went up a lot too. Now look at the mansion. Once I lower the upkeep to a level where "well off" can afford to live there the upkeep is only a few dollars more than that of a house, but the quality is 90 vs 55. poo poo like that makes me want to sperg out and learn how to mod the game and release a "balance mod" or something.

Also the interface is a big step backwards. Generally you could know everything about a building by clickig on it. You'd have a single page with all its workers/residents, stats, and the buttons to upgrade it or change rents/wages. Now everything is hidden in tabs, and the active tab is re-set every time you select a new building. Meanwhile most all building tabs are 75% blank space. They could have easily fit all the info from all the tabs onto one screen and gotten rid of the tabs all together.

As much as T5 has a lot of good going for it, it's also made a lot of steps backwards and I'm honestly not sure if it comes out ahead or behind of T4 at this point. It feels like it needs a good expansion (not dlc) with some gameplay and interface improvements.

Or enjoy Tropico 6 in a year or two which will be exactly tropico 5 but with some much needed improvements and a better campaign.

Senethro
May 18, 2005

I unironically think I'm Garret, Master Thief.
While a lot of the finer controls have been removed I feel its been beneficial for T5's game balance and modelling. T4 had so much slack given to you by the cash crop profits alone that nothing was terribly hard and nothing could topple you. On my most recent T5 game at hardest difficulty I was bleeding cash through Crime Lords and a small but determined rebel contingent who kept demolishing my distant plantations. I'd concentrated my military around the docks/palace to fight off Allied/Axis invasions so the guerilla activities were getting the better of me. Banishing too many of these guys too quickly triggered a popular uprising of at least 12 militia squads. My military managed to stomp them for about 70 deaths (15% of my population) which were followed by a sudden spike of possibly related healthcare deaths (25ish).

What I failed to notice was that nearly all these deaths were among the illiterate group due to the conscription policy. My tourism industry then sucked all the labour out of the plantations due to better wages or a higher job quality causing starvation due to food shortages the following year. The mines were similarly short of labour leading to power blackouts shutting down the steel mill and cannery and left me with little money to do anything about it. The starvations were not equally distributed with the educated urban House/Apartment dwellers dying off while the rural poor in their country houses pulled through, reducing the output of my factories and main cashflow.

I responded by taking out loans, changing to Professional Army and Immigrant Nation and shutting down tourism to get labour back into the fields, turned off socialism and turned on paid food and healthcare, imported coal and corn cheaply for one shipment before I went back into negative money. Of course I narrowly lost the next election and reloaded with Martial law being activated. I then spent an extremely tenuous 5 years in negative moey, watching the food levels in Grocers and the immigration levels. I touched on -50K at one point but managed to ride it out until immigrants filled out enough of the jobs that I started making money again.

I just don't feel that big upsets followed by supply chain disruptions and snowballing disasters ever happen in T4.

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Personally I never found it very realistic that El Presidente would be personally setting wages for every single drat miner on the island, so I'm fine with the new budget system in principle. I do agree that it'd be best to have budget and rent separate for residential building however.

But yeah, Tropico 5 is way harder than 4. If they ever fix tourism that might change, but right now it's pretty easy to turn your island into a loving hellhole just by banning too many people when your economy's weak.

Tulip
Jun 3, 2008

yeah thats pretty good


WRT to houses.

Country houses have a base quality of 40, regular Houses 50, Mansions 90, Tenements 40, Apartments 50, and Modern Apartments 70.

If you build regular houses as 3x2 clusters of 6 houses, they'll have a base of 60, which is kind of huge compared to Country Houses. The biggest trouble is that there's not "Electrify All" (afaik this is the single largest request), but there IS a "Modernize All" for country houses, which is dangerous since Country Houses serve important roles in rural housing like "the people who staff eco tourist housing." Really of the three building that have "Modernize All," Tenements are the only ones where it's useful - Houses can cause food shortages, and Modern Apartments are really like supermansions.

Two Mansions will cost 6,400 and house 8 families, six houses will cost 14,400 and house 24 families in the same footprint (though the mansions will have slightly more flexibility). The houses are slightly more efficient than mansions, but Mansions have comically high housing value so outside of social experiments, houses are kind of a pain in the balls. I kind of expect to see Mansions get downgraded - they only fall below 100 at 0 beauty, and they are at 60 at -40 (unless i hosed up my math). They should probably either cost more or generate less revenue.

Probably my biggest complaint is the difficulty in micromanaging citizens. When you click on Military Loyalty it just gives a list of all soldiers - how the gently caress am i supposed to figure out what, in general, is pissing off my soldiers? A breakdown of the different forms of happiness for soldiers would be more helpful.

Also the lack of Occupancy and Employment Overlays drives me up the loving wall.

Honestly i love the game, and i particularly love the simplification of budget and wealth requirements for services. It's actually a fairly challenging tropico game, and multiplayer is somewhat bare but could become something really awesome (needs loving speed controls dammit). There are a lot of rough edges that need sanding, and if Civ5 could become a decent game, this is certainly going to be amazing after some patching.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!
Yeah, I have to restart the campaign over self-made economic problems. I overextended myself in the get $1,000,000 mission because I had a bottomless treasury and just made withdrawals whenever my economy would go into the red. 1% interest on $3,000,000? I'm fuckin' rich! I was in the red, however, because I was making a net loss of like $20,000 a year on Very Easy economic difficulty. Once I no longer had the most powerful force in the universe on my side, the next time I played on that island and was handed my paltry $30,000 starter funds, my economy was utterly unsalvageable :downs:

Speaking of tourism, I'm really missing tourist-specific docks. I'm pretty tired of my teamsters having no idea where to send my resources and the cruise ships crashing into my trade ships.

e: bonus question! I just realized this is like playing goddamn Actraiser. How do I add music to the game's playlist? :v:

Fur20 fucked around with this message at 21:22 on Jun 1, 2014

Baronjutter
Dec 31, 2007

"Tiny Trains"

I know it's spergy as gently caress, but it really bugs me that the housing buildings stats don't really correspond with their models. A tiny house can fit 4 families but a huge apartment tower only fits 10? In fact if you go with footprint houses and apartment towers are about the same population density, actually houses are some how more dense. Houses should be cheaper and a higher quality, but less space efficient.

I'm crazy enough to go in and make a "housing realism and balance mod" so that all the housing buildings have qualities and capacities that better reflect their actual in-game art, along with balanced costs and upkeeps.

Vectorwulf
May 5, 2010
This thread actually has just what you're looking for: http://forum.kalypsomedia.com/showthread.php?tid=22981

Paste to DoubleHousing.lua in Tropico 5\CommonLua

quote:


OnMsg.DataLoaded = function()
DataInstances.BuildingTemplate.Apartment[DataInstances.BuildingTemplate.Apartment:FindIndexOfClass("Residence")]["BaseCapacity"] = 20
DataInstances.BuildingTemplate.CountryHouse[DataInstances.BuildingTemplate.CountryHouse:FindIndexOfClass("Residence")]["BaseCapacity"] = 8
DataInstances.BuildingTemplate.House[DataInstances.BuildingTemplate.House:FindIndexOfClass("Residence")]["BaseCapacity"] = 8
DataInstances.BuildingTemplate.Mansion[DataInstances.BuildingTemplate.Mansion:FindIndexOfClass("Residence")]["BaseCapacity"] = 8
DataInstances.BuildingTemplate.ModernApartment[DataInstances.BuildingTemplate.ModernApartment:FindIndexOfClass("Residence")]["BaseCapacity"] = 32
DataInstances.BuildingTemplate.Shack[DataInstances.BuildingTemplate.Shack:FindIndexOfClass("Residence")]["BaseCapacity"] = 4
DataInstances.BuildingTemplate.Tenement[DataInstances.BuildingTemplate.Tenement:FindIndexOfClass("Residence")]["BaseCapacity"] = 24
end



On that note, I've been fiddling around with whatever buildings/stats I can figure out, but I'm not 100% clear on all the available modifiers. For example, I'd like to increase the research points, power generation, etc. of various buildings. Anyone happen to know of a more complete reference page I could look through?

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'm totally new on lua and modding this sort of game. As I understand it we can make lua scripts that the game will then process if they are in the right directory. What you posted tells the game to over-ride the housing capacities with those new values right?

Now, I'm pretty dumb/new at all this stuff, but I don't just want to change the capacities, I want to change the cost and upkeep as well.
I assume it's going to be as simple as adding extra lines to that lua to modify the build cost and budget of the building? How would I go about finding that?

Like I assume it's going to be something like
DataInstances.BuildingTemplate.Tenement[DataInstances.BuildingTemplate.Tenement:FindIndexOfClass("BuildCost")]["price"] = 2800
I just don't know the specifics.

Also I'm assuming budgets migth have a max/min value as well as their relationship to the service quality?

Baronjutter fucked around with this message at 00:35 on Jun 2, 2014

Vectorwulf
May 5, 2010
I'm just learning too, but yeah that seems to be the case (overwriting the base values). Just have to figure out the correct terms so it knows what you're referring to, exactly like what you posted. I changed the country home's capacity as above, then tweaked two more variables by just posting them below in the same file:

DataInstances.BuildingTemplate.CountryHouse[DataInstances.BuildingTemplate.CountryHouse:FindIndexOfClass("Residence")]["BaseInherentHousingQuality"] = 100
DataInstances.BuildingTemplate.CountryHouse[DataInstances.BuildingTemplate.CountryHouse:FindIndexOfClass("Residence")]["BaseInherentWealthRequired"] = 1

Same overall format, just an adjustment in the last bit of text, then whatever variable you want. Housing quality keeps that topped up, and the Wealth variable makes it so even Broke citizens can live there (no more shacks, yay). It seems if you go too high on something (like 200 Housing Quality, or a crazy amount of farm output), it'll just default to the highest possible value that variable allows. I've just copied and altered most of these from what's been posted on that thread, and I'm not sure what all the other modifiers (like budget, etc.) might be.

As for finding these, there are some posts around the end of page 1/beginning of page 2 pointing to the programs that unpack the main files, and then another that somewhat decodes them, so you can dig through for what you'll need. At first glance it's kind of a confusing mess, but should make sense with a bit of time. :)

Baronjutter
Dec 31, 2007

"Tiny Trains"

So I'm guessing base inherent housing quality 100 means that at default funding the house would have a quality of 100, which would then be modified up or down by the budget?
I'm also guessing the base inherent wealth required 1 means that you need to be at least "poor" to live in the house, but once again modified by the budget.

So you've gone and made country houses as good as mansions as a test?

So that's good, we've now got capacity, quality, and class. Now we just need to figure out build cost and how the game figures out the 6 budget positions. I'm going to grab those tools and start hunting, but please keep posting anything you dig up because I'm baddddd at this poo poo.

PS I'm trying to find "HPK Archiver 1.05" but that thread is the only result on google.

\/ Nice, got it working but I can't get any of these lua things to work. I think they're old school command-line tools that I have no idea how to use. Dragging and dropping the lua on top of course does nothing :(

Baronjutter fucked around with this message at 01:08 on Jun 2, 2014

Vectorwulf
May 5, 2010
http://www.techpowerup.com/forums/threads/tropico-3-4-hpk-archiver.113705/ That has a new archiver posted, should be what you need. I was *sure* they had a link for that in the modding thread, oops!

And yeah, I played around to see what I could do with capacity to start. I used one of the first "const" changes to up my island's max pop to 5000, then I put a 5k capacity on the Country Home, AND 5k capacity on my Tavern, Hospital, High School, and College, just to make sure they'd all work. It looks like everyone can live in that one little house, fit into one entertainment center/school/etc. too. :) Just need to figure out the other variables...

Vectorwulf fucked around with this message at 01:08 on Jun 2, 2014

Vectorwulf
May 5, 2010
The LUA stuff took me a bit to figure out as well, no worries. :) Basically do this:

Make a folder named something like "decoded files" wherever you want, then paste this into a .bat file (I named mine: Decompile Script.bat):

for /r %%i in (*.lua) do @rename "%%i" "%%~ni.luac"
for /r %%i in (*.luac) do luadec.exe -o "%%~dpni.lua" "%%i"

Next, download the newer LuaDec: http://www.mediafire.com/download/5uk660ak2tt96t8/luadec.7z And simply drop the "luadec.exe" file in the same folder.

Then, you can drag any .lua files that were unpacked by the HPK Archiver into this folder, double-click the .bat file, and you'll see your new, mostly decoded LUA files appear!


I unpacked both Lua.hpk and Data.hpk to work with (I think those are supposed to contain most of what we need). However, some of the files from Data don't quite decompile correctly. I wanted to look at some of the BuildingTemplate files (which supposedly contain most of the variables like capacity/budget/etc), but they don't run correctly. However, if you view them on the standard Windows Notepad, you can see much of the useful stuff scattered amongst the code. Might help you narrow down what you need.

Last update on this post, I swear!

I'm seeing a few interesting terms scattered around in the COuntryHouse.lua from BuildingTemplate: BaseBudgetMin, BaseBudgetMax, BaseRentProfitability Those might be what you need.

Vectorwulf fucked around with this message at 01:20 on Jun 2, 2014

az
Dec 2, 2005

I tried your method but it's just spitting out .luac versions that are unreadable with np++. Advise?

Baronjutter
Dec 31, 2007

"Tiny Trains"

Is there a list of resource prices anywhere? How are we supposed to plan our economy or know what's worth what? So far the only way I've seen how much anything is worth is via the trade screen, but there you can only see the default price of a good that's up for a trade route.

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Vectorwulf
May 5, 2010

az posted:

I tried your method but it's just spitting out .luac versions that are unreadable with np++. Advise?

There should be duplicate files, one with .lua and one with .luac. I think it renames the original file to .luac, so the "new" .lua will have the readable info. And for some reason, notepad++ doesn't work as well as standard Notepad on certain files, so be sure to try both!

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