zolobolo 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
hmm, trying it in Mods folder ? I modified vanilla files
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 factory / lab ...
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 interacting w...
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
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 ...
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 r...
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 in...
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_improvement...
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. 1...
just a proof of concept, new weapon type planetary_bomb , can only target planets, has properties of torpedo, except it is much heavily armored (i.e. more health) to withstand atmospheric entry and of course does significantly more damage define_weapon "Antimatter Bomb" { launch_sound = &q...
Haven't found what's stopping this yet. planet_types.lua , vanilla has Tiny=0 , you want to make default size_mult anything bigger than 0 local size_mults = { Small = .5, Medium = 1, Large = 1.5, Huge = 2, Tiny = 0.25, } I am not 100% if that was the only thing holding you back, as there is also th...