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mistersiraj11

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mistersiraj11

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About this mod

The mod contains the following improvements:
- All dinos have their appeal ratings boosted.
- Most of the dinosaurs' environmental needs have been edited.
- All stegosaurids have an area need growth of 20%, which is similar to the ceratopsids among many other changes.

Permissions and credits
Improved JWE1-Like Campaign Gameplay.

BACK UP YOUR FILES BEFORE INSTALLING MOD!

Please notify me if there are bugs or crashes. I've tested my mods and maps over and over to ensure they're working.

Jurassic Nightmare in Sandbox Mode Changes (DISCONTINUED (Use the database.c*number*scenariosettingsdata.lua from the old files if you want JNiS)):
- Target Ticket Price is set to 600. Going lower makes maps unbeatable.
- Scientists take a while to rest.
- Scientists cost 125,000$ to rest.
- Scientists' salaries (or cost per minute) are tripled (300%).
- Scientists have their skills deducted by -2. (EX. A Logistics Specialist will start with 3 out of 10 skill points instead of 5 or 6 skill points).
- You can build only one staff center.
- You can't incubate dinosaurs/reptiles until you reach 100% genome.
- Disloyal scientists are enabled.
- Building upgrades are disabled.
- Research costs are 175%.
- Terrain edit costs are quintupled (500%).
- General tasks take 35% longer to finish.
- Genetic modifications are disabled.
- Southwest USA negative combat and health traits are enabled (-90% lifespan if thirsty, has a large appetite, weak, vulnerable, unfit, and sickly).
- Intelligent carnivores are enabled.
- Fussy dinosaurs/reptiles are enabled.
- You can only recruit 4 scientists in the park.
- Storms are now enabled in Biosyn Sanctuary (in sandbox only).
- To reduce tedium, scientists' unrest have been increase to 10 (15 if motivated) (c0keystaff.fdb).
- For balance's sake, hotels (both small and large) can be instanly built. (c0buildings.fdb)
- The visitor center can now (normally) recruit 4 instead of 2 scientists.
- You can only recruit Logistics, Genetics, and Welfare specialists as well as generalists and positive influences to ensure the maps are beatable. Players can still change this if they want.
- Research requirements have been slightly reduced to easily unlock everything if players desire.
- Wild Capture frequencies have been increased to reduce waiting time. It is advised to set it on normal.

DINOSAUR EXCHANGE CHANGES: -
- Minimum and Maximum Genomes are always set to 100%.
- Prices have been adjusted based on the value/size of the dinosaur/reptile.

EXPEDITION CHANGES: -
- You only need one fossil to reach 100% genome for the dinosaur/reptile.
- Expedition prices and durations have been halved for the sake of "random digsites".

STAFF CHANGES (c0keystaff.fdb): -
- Generalists, specialists, and psychologists (done to avoid errors/crashes) are always available.
- Specialists and generalists have their potential increased to 4 and 6 (specialists) and 2 (generalist).
- Assigning specialists with other scientists will speed up tasks by 50%.
- Staff rest duration takes 90 seconds instead of 150.
- Staff rest time has been increased to 40%.
- Staff unrest has been increased to 10. 15 if the scientist is motivated.

DISEASE CHANGES (database.c0diseasedata.lua): -
- Diseases have been tweaked. Feeders now have inoculations assigned to the diseases with said inoculations.
- Salmonella can be fully vaccinated with avian pox inoculation.
- E. Coli with Cryptospridiosis vaccine.
- Hookworms with rabies vaccine.
- Silicosis can be cured using the Tuberculosis dart (in some cases (a la being bought from the dinosaur exchange), it can't be cured unless the dinosaur/reptile is sold).

INJURY CHANGES (database.c0injurydata.lua): -
- Ranger injuries have been changed. Dinosaurs can get injured from surface wounds, sprains, damaged teeth, minor fractures, broken claws, and broken wings.
- Some injuries take 240 seconds to heal.
- Hypothermia takes some time to heal.
- Storm injuries have been changed as well. They result from having surface wounds, minor fractures, and broken wings.
- Dinosaurs/reptiles now suffer from concussions due to combats, breakouts, and electric fences.
- Swallowed phones and objects take 120 seconds to heal. (You need to tranq and transport them to the MVU to heal them? Seriously? Did we forget the Spino from JP3??)

SANDBOX MAP CHANGES: -
- The original chaos theory maps' (JP1, JP2, JP3, and JW) target ticket prices are the same as the challenge mode versions. (See database.c0scenariosettingsdata.lua).
- The Biosyn maps now have storms. (See database.contentpdlc3stormdata.lua).
- Narrative events (random pop-up urgent messages from challenge mode) are now enabled in every sandbox map.
- Wild Captures are enabled in every map, including Nublar 93 and the square version.

OPERATION GENESIS IN CHAOS THEORY/CHALLENGE MODE: -
- Dinosaurs that appeared in Operation Genesis are now available in the JP2 CT and JP1 and JP3 challenge modes.
- Some dinosaurs were added as stand-ins for the scrapped dinosaurs: -
- Muttaburrasaurus is added in place of Tenontosaurus.
- Qianzhousaurus in place of Alioramus amongst many others.

OTHER CHANGES: -
- You can start most challenge maps without having scientists recruited at the beginning.
- Research for some challenge maps have been changed.
- Everything in Canada challenge mode can be unlocked regardless of difficulty.
- Fossil extractions take a minute to extract (Except in UK challenge map).
- Gene Modifications are now enabled in Germany (Screw the rules).
- Positive Temperament gene mod can be researched in any mode.
- Most sandbox maps have their appeal rating and income increased. (See the likes of sandboxdata.lua for the changes).
- The Biosyn and Sierra Nevada square maps now have the correct dinosaur/reptile habitat preferences (including in custom challenge).
- In the normal challenge mode maps, all staff salary are set to 100%.
- Income tax in challenge mode is disabled. You can re-enable them with the back up files (note that you'll also reset the staff salary to their original multiplier). (See c0scenariosettingsdata.lua to replace them).
- Income tax proportions for Sandbox and Custom Challenge Mode have been edited to be similar to the regular challenge mode maps. (See database.c0sandboxdata.lua and database.content7customchallengedata.lua).
- Light Dust winds can now appear in the desert maps (Someone at Frontier forgot to enable them).
- Storms take longer to appear. They happen between 5400 (1 hour and 30 mins) to 6600 (1 hour and 50 mins). This happens in challenge and sandbox maps (Not sure if it affects the other modes but most likely) (database.c*number*stormdata). (NOTE: "Default level settings" weather in sandbox means storms take about 1:30 to 1:50 hours to appear. Frequent storms appear every roughly 30 mins.) (In the original files, they take about 35/45 mins for storms to happen. Frequent storms mean they would take about 12/15 mins before they occur over and over again.)
- Fences have higher security rating. To compensate with that, their prices have been increased.
- The monorail station can be used in all eras and the tracks are built instantly. (This is done for the sake of building an easier way of transporting guests.) (Cannot be built nor researched in CT,Campaign and some challenge maps.)
- The innovation center can be used in both the JW era and the DFW.
- Fences have been buffed. That also means prices have been increased.
- Egg batch sizes have been increased. The minimum egg batch size is the original default maximum. (NOTE: You MUST release them via airlift or they will get stuck inside the hatchery. Release them normally at your own risk. Pterosaurs need a seperate aviary hatchery and aviary dome to be release via airlift).
- Backup generators take longer to drain and can be built instantly.
- Small power stations are available from the beginning.
- Hotels can be built instantly as well.
- Researching staff improvements will give out 2 points instead of 1.

CHANGES MADE TO THE RESEARCH TREES: -
- Almost everything (specifically the dinosaurs and reptiles) is accessible from the beginning similar to JPOG (except for the hybrids which do need their base genomes to be unlocked).
- The smaller herbivores are all unlocked for the digsites.
- The research tree isn't all tier-based.
- Most unlock requirements have been changed.

PLANNED CHALLENGE IDEAS THAT COULDN'T BE IMPLEMENTED (FOR NOW): -
- Tranquilizers cannot be researched so they've been omitted.
- New species bonus cannot be implemented since it is a challenge mode only trait.
- Building limits were considered but they were left to the players to challenge themselves.
- Tried to change appeal, income, and target ratings for the custom challenge maps but I couldn't get them to work.
- You can (sometimes) demolish or re-locate certain buildings for certain maps.
- Storms will be activated the moment the player reaches one star or three stars similar to challenge mode/chaos theory.
- Status checks disabled to reduce the use of ranger teams (why is comfort locked behind status checks is beyond me and stupid).
- Increasing egg batch size for all dinosaurs/reptiles without locking them inside the hatchery when they are released. It's only possible if they're released via airlift to avoid them getting locked inside. Pterosaurs need a seperate aviary dome to released via airlift and to another dome/hatchery.
- Compys, Sinosauropteryx, and Moros Intrepides hunting the likes of Struthiomimus, Archaeornithomimus, and other smaller herbivores in packs.
- Large sauropods can be hunted by some, not all, medium carnivores.
- The innovation center being used in the JW, DFW, and Malta eras. Not possible at the moment.
- All medium carnivores having a minimum social requirement of 2 (except those that have 3) to make them feel content. That couldn't be done due to the programming of some maps.
- Making the visitor center as both an administration center and a park attraction similar to the innovation center. Not sure if it's a programming error or something else. It doesn't crash the game, at least.
- Increase visitor capacity for small hotels and large hotels. Small would have a max capacity of 1200 and large would have 3000. (In other words, triple the capacity). This isn't possible because it crashes the game.
- Building upgrades enabled in Southwest USA challenge map.

I recommend using my own c0dinosaurs.fdb if you want to have extra fun and have more variety.

NOTE BEFORE USING MY c0dinosaurs.fdb:-
- Appeal ratings for all animals have been increased and as balanced as possible.
- All dinosaurs/reptiles have 122 lifespan.
- Some dinosaurs/reptiles have their security ratings adjusted. For example, larger sauropods have a security rating of 6. (Also, RIP electric concrete fences.)
- Traits for some dinosaurs have been changed.
- Applying positive traits gives 50% instead of 30%. same goes if the dinosaur/reptile has a negative trait. (-50% lifespan, for example).
- Environmental needs for dinosaurs/reptiles were modified to emphasize habitat needs. Food and water for some species have taken less priority.
- Sauropods, small herbivores, small carnivores, small marine reptiles, hadrosaurids, and pterosaurs (except Quetzalcoatlus which has 20% due to its size) all have +10% area need growth.
- Sauropods (except Nigersaurus and Amargasaurus) cannot be hunted by small carnivores.
- Dilophosaurus and Proceratosaurus cannot pack hunt at all.
- Stegosaurids, ceratopsids, and medium marine reptiles all have +20% area need growth.
- Ankylosaurids (except Minmi which has +20%) and medium carnivores (including Allosaurus and Megalosaurus) have +40% area need growth.
- Large carnivores and large marine reptiles (except Mosasaurus and Indominus Rex which have +200%) all have +100% area need growth.
- Indoraptor and Scorpios Rex have +80% area need growth.
- Chasmosaurus has a minimum social requirement of 3 (to reflect its minimum social requirement from JWE1).
- Gigantspinosaurus has a minimum social requirement of 3. Tried to make it 4 (similar to JWE1), but because of SWUSA, it is set to 3.
- Atrociraptor has a minimum social requirement of 4 (to mirror its appearance in JW Dominion).
- Majungasaurus has a minimum social requirement of 2 similar to Carnotaurus.
- Metriacanthosaurus has a minimum social requirement of 2.
- Moros Intrepides has a minimum social requirement of 4.
- Archaeornithomimus's minimum social requirement has been reduced to 6 instead of 8.
- Stygimoloch has a minimum social requirement of 4 (similar to JWE1).
- All dinosaurs/reptiles have max genome modifications of 40. This is done to hatch the alpha of the group.
- All dinosaurs/reptiles have their egg batch increased. The minimum is the default original max batch. (Refer to other changes).
- All carnivores have a chance of gaining the intelligent trait, including smaller carnivores like Troodon, Coelophysis, Compsognathus, etc.
- Cohabitation changes were made such as:
- All Carcharodontosaurids can all live with each other.
- Troodon can live with large and medium carnivores and it is no longer afraid of them.
- Ceratosaurus and Metriacanthosaurus can live with each other peacefully.
- Hadrosaurs and Ceratopsids all like Pachycephalosaurids and vice versa.
- Pachycephalosaurids can live with the Ornithomimids and vice versa.
- All Hadrosaurs like each other.
- Jurassic sauropods all like each other but hate the Cretaceous sauropods. Same goes with the Cretaceous sauropods.
- Carnotaurus and Majungasaurus can live with Albertosaurus and Qianzhousaurus.
- Albertosaurus and Qianzhousaurus like each other.
- Ankylosaurids (Ankylosaurus, Crichtonsaurus, and Euoplocephalus) all like each other but hate the nodosaurids. The same goes for the nodosaurids liking each other but hating the ankys.
- Minmi, however, can live with all ankylosaurids.
- Stegosaurus, Kentrosaurus, and Weurhosaurus all like each other but dislike the asian stegosaurs. Same goes for the asian stegosaurs liking each other but disliking the other stegosaurs.
- Therizinosaurus can live happily with Gallimimus, Homalocephale, Lystrosaurus and the other ornithomimids.
- Geosternbergia likes both Pteranodon and Tropeognathus.
- Triceratops and Chasmosaurus do not dislike the other ceratopsids at all.
- Torosaurus, Triceratops, and Styracosaurus all like each other now (notice something familiar?)
- Pentaceratops and Nasutoceratops dislike each other.
- Sinoceratops only dislikes Torosaurus and Styracosaurus.
- Dracorex and Stygimoloch like each other.
- Pachycephalosaurus and Homalocephale like each other.
- Tropeognathus and Maaradactylus like each other.
- Lystrosaurus can live with most herbivores.
- The ornithomimids (Struthi, Archaeorni, and Galli) all like each other.
- The hybrids do not dislike everything. They prefer their ornithomimids, hadrosaurids, and pachycephalosaurids as prey.
- Applying certain traits give/detract appeal rating by 20%. Same goes for the random red traits like skittish (-20% appeal) and aggressive (+20%).
- The affected traits that give or take appeal are fitness, lifespan, resilience, environmental needs (humble and needy), tolerance (both give extra appeal), sociability (social and antisocial), offence, defence, and comfort. The traits that give or take away appeal are the following: -
- fit (+%20 appeal) and unfit (-%20 appeal)
- Long-lived (+%20 appeal) and short-lived (-%20 appeal)
- Resilient (+%20 appeal) and sickly (-%20 appeal)
- Humble (+%20 appeal) and needy (-%20 appeal)
- Tolerant and intolerant (+%20 appeal)
- Social (+%20 appeal) and antisocial (-%20 appeal)
- Aggressive (+%20 appeal) and skittish (-%20 appeal)
- Fussy and accommodating (+%20 appeal)
- Dominance for certain traits have been increased.