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by siyoa
Fri May 08, 2020 5:35 pm
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 11
Views: 3937

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: 11
Views: 3937

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 3105 times
by siyoa
Thu May 07, 2020 3:39 pm
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 11
Views: 3937

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: 11
Views: 3937

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: 11
Views: 3937

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: 11
Views: 3937

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 3428 times
by siyoa
Tue May 05, 2020 2:48 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 11
Views: 3937

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: 3804

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: 14
Views: 2651

Re: Viscid

ghhux riadq qxeeb cpkbk lhisa
by siyoa
Fri Apr 03, 2020 8:57 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1051
Views: 432376

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: 1703

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: 11292

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...
by siyoa
Thu Mar 26, 2020 8:07 pm
Forum: General Forum
Topic: DLC 3 and 4, from the Suggestions thread...
Replies: 42
Views: 8070

Re: DLC 3 and 4, from the Suggestions thread...

I think that's a case that might be handled by a non-psionic mechanism, such as cultural diplomacy or psy-ops (espionage). sorry, said "bombing", but meant "invading" ... yeah MoO implementation of Telepatic race was too blunt, overpowered in a way having psionic race with some ...
by siyoa
Thu Mar 26, 2020 7:49 pm
Forum: General Forum
Topic: Tiny rocks and gas giants question
Replies: 29
Views: 11292

Re: Tiny rocks and gas giants question

ah, I read small in both sentences, my bad ... tiny, it's tiny :idea:
by siyoa
Thu Mar 26, 2020 7:46 pm
Forum: General Forum
Topic: DLC 3 and 4, from the Suggestions thread...
Replies: 42
Views: 8070

Re: DLC 3 and 4, from the Suggestions thread...

Arioch wrote:Psionics


ability to take over enemy planet without bombing it (I was considering to mod it in, maybe I don't need to) ? (sorry, yet another reference to MoO)

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