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by siyoa
Thu Jun 25, 2020 5:21 am
Forum: Modding
Topic: Tinker with strategic range
Replies: 2
Views: 192

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...
by siyoa
Thu Jun 18, 2020 2:15 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

Re: EMP (and Leech) Bombers

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
by siyoa
Thu Jun 18, 2020 2:11 am
Forum: Modding
Topic: Modify Improvement Production Cost
Replies: 2
Views: 205

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 factory / lab ...
by siyoa
Fri May 08, 2020 5:35 pm
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

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 interacting w...
by siyoa
Fri May 08, 2020 4:04 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

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 :|

role_specific_weapons.JPG
role_specific_weapons.JPG (120.26 KiB) Viewed 3952 times
by siyoa
Thu May 07, 2020 3:39 pm
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

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
by siyoa
Thu May 07, 2020 5:01 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

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 ...
by siyoa
Thu May 07, 2020 4:29 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

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 r...
by siyoa
Wed May 06, 2020 4:23 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

Re: EMP (and Leech) Bombers

ok, this is even more complicated than I anticipated :lol:

well, I created menu item for it ... that's a start :idea:

fighter_armaments.JPG
fighter_armaments.JPG (54.27 KiB) Viewed 4275 times
by siyoa
Tue May 05, 2020 2:48 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4784

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 in...
by siyoa
Fri Apr 24, 2020 7:23 pm
Forum: Modding
Topic: Mod: Tweaks to Happiness for minor races
Replies: 4
Views: 4109

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_improvement...
by siyoa
Tue Apr 14, 2020 6:32 pm
Forum: General Forum
Topic: Viscid
Replies: 23
Views: 3415

Re: Viscid

ghhux riadq qxeeb cpkbk lhisa
by siyoa
Fri Apr 03, 2020 8:57 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1056
Views: 448276

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. 1...
by siyoa
Mon Mar 30, 2020 8:18 pm
Forum: Modding
Topic: more resistant planetary defenses
Replies: 2
Views: 1959

Re: more resistant planetary defenses

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...
by siyoa
Fri Mar 27, 2020 8:17 am
Forum: General Forum
Topic: Tiny rocks and gas giants question
Replies: 29
Views: 12494

Re: Tiny rocks and gas giants question

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...

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