we are still around, holding silent vigil, for when the time comes to arise and conquer ... er, I meant terraformArioch wrote:It's just a matter of time.
Search found 182 matches
- Thu May 26, 2022 7:14 am
- Forum: General Forum
- Topic: New DLC
- Replies: 246
- Views: 1620538
Re: New DLC
- Sun Feb 14, 2021 8:12 pm
- Forum: General Forum
- Topic: New DLC
- Replies: 246
- Views: 1620538
Re: New DLC
is it out yet ? is it out yet ?
patiently waiting
patiently waiting
- Thu Jun 25, 2020 5:21 am
- Forum: Modding
- Topic: Tinker with strategic range
- Replies: 5
- Views: 61641
Re: Tinker with strategic range
I think you can start here, file @tech_properties.lua
EmpireProperty.bonus_drive_speed = empire_inc_function('bonus_drive_speed',0)
EmpireProperty.bonus_drive_range = empire_inc_function('bonus_drive_range',0)
EmpireProperty.base_drive_speed = empire_set_function('base_drive_speed',0 ...
EmpireProperty.bonus_drive_speed = empire_inc_function('bonus_drive_speed',0)
EmpireProperty.bonus_drive_range = empire_inc_function('bonus_drive_range',0)
EmpireProperty.base_drive_speed = empire_set_function('base_drive_speed',0 ...
- Thu Jun 18, 2020 2:15 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
hmm, trying it in Mods folder ? I modified vanilla fileszolobolo wrote: Tried testing it out on my existing game but didn't pop up even after researching Strike Fighters, maybe will see it out in the next new game
- Thu Jun 18, 2020 2:11 am
- Forum: Modding
- Topic: Modify Improvement Production Cost
- Replies: 2
- Views: 16910
Re: Modify Improvement Production Cost
file: improvements.lua
local function calc_value(planet,improvement,inc)
local base = planet[ planet_improvement[improvement] ]
if cheap_improvements[improvement]
-- formula for a mine/farm/market cost
return 15 + (base+inc) * 35
end
if generic_improvements[improvement]
-- formula for ...
local function calc_value(planet,improvement,inc)
local base = planet[ planet_improvement[improvement] ]
if cheap_improvements[improvement]
-- formula for a mine/farm/market cost
return 15 + (base+inc) * 35
end
if generic_improvements[improvement]
-- formula for ...
- Fri May 08, 2020 5:35 pm
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
Awesome solution! This mod I have to try!
let me know how you feel about it, it for sure introduces a lot of micromanagement to your fleet ... don't forget that you need to apply changes from the first (and if you want to fix plural for missiles, second) post
Do you know how the AI is ...
let me know how you feel about it, it for sure introduces a lot of micromanagement to your fleet ... don't forget that you need to apply changes from the first (and if you want to fix plural for missiles, second) post
Do you know how the AI is ...
- Fri May 08, 2020 4:04 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
there is cosmetic issue, changing missiles or torpedoes to different type doesn't update graphics
maybe Arioch or Sven can chime in, not enough time to dig through scripts to figure out how it works at the moment
maybe Arioch or Sven can chime in, not enough time to dig through scripts to figure out how it works at the moment
- Thu May 07, 2020 3:39 pm
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
I am wondering if it makes sense to do the same for missile launchers, they all tap into one generic source of munition, even when you equip ship with different missile types ... so in a way it would make sense
- Thu May 07, 2020 5:01 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
Multirole Fighters technology needs to be researched to unlock ability to assign role specific fighters (you need it anyway, to have access to EMP and Leech Bombers)
there is one thing, you can cheat by designing ship with ' Interceptors ' and then switch fighter role to better fighters to lower ...
there is one thing, you can cheat by designing ship with ' Interceptors ' and then switch fighter role to better fighters to lower ...
- Thu May 07, 2020 4:29 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
so, the first approach was a bit complicated
also, loadout of fighter is tied to weapon parent_type, so ...
this approach will let you cycle through different fighter types before you engage in battle ... I will release modded file once I clean up my scripts, it works already as a proof of concept ...
also, loadout of fighter is tied to weapon parent_type, so ...
this approach will let you cycle through different fighter types before you engage in battle ... I will release modded file once I clean up my scripts, it works already as a proof of concept ...
- Wed May 06, 2020 4:23 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
ok, this is even more complicated than I anticipated
well, I created menu item for it ... that's a start
well, I created menu item for it ... that's a start
- Tue May 05, 2020 2:48 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 50705
Re: EMP (and Leech) Bombers
It would make a lot of sense to be able to select the payload for the bomber squadron right before deployement - though not sure if the engine allows for it as there is crrently no similar mechanic.
yeah, had the same idea when I was modding this ... and yes, currently there is no support for it ...
yeah, had the same idea when I was modding this ... and yes, currently there is no support for it ...
- Fri Apr 24, 2020 7:23 pm
- Forum: Modding
- Topic: Mod: Tweaks to Happiness for minor races
- Replies: 4
- Views: 31765
Re: Mod: Tweaks to Happiness for minor races
please keep in mind that it is not my mod so I might be wrong, but if you want to give it a try I think this is all you need to add
race_improvement_morale_bonuses.spice_monger.markets,
race_improvement_morale_bonuses.scavenger.markets,
race_improvement_morale_bonuses.gaiad.markets,
race ...
race_improvement_morale_bonuses.spice_monger.markets,
race_improvement_morale_bonuses.scavenger.markets,
race_improvement_morale_bonuses.gaiad.markets,
race ...
- Tue Apr 14, 2020 6:32 pm
- Forum: General Forum
- Topic: Viscid
- Replies: 26
- Views: 80444
Re: Viscid
ghhux riadq qxeeb cpkbk lhisa
- Fri Apr 03, 2020 8:57 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1252
- Views: 4194382
Re: Suggest - Features and Improvements
Propose for Science Stations to scale up their benefit with the hull size like other systems do (ammo, marines)
this is very easy to mod, change last line
vanilla plus=2 is fixed bonus, space_times is multiplier of system/station slot size (5 on small ships, 20 on big ships, 40 on stations), i.e ...
this is very easy to mod, change last line
vanilla plus=2 is fixed bonus, space_times is multiplier of system/station slot size (5 on small ships, 20 on big ships, 40 on stations), i.e ...