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 = "ANTI ...
Search found 182 matches
- Mon Mar 30, 2020 8:18 pm
- Forum: Modding
- Topic: more resistant planetary defenses
- Replies: 2
- Views: 14625
- Fri Mar 27, 2020 8:17 am
- Forum: General Forum
- Topic: Tiny rocks and gas giants question
- Replies: 29
- Views: 65754
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 ...
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 ...
- Thu Mar 26, 2020 8:07 pm
- Forum: General Forum
- Topic: DLC 3 and 4, from the Suggestions thread...
- Replies: 78
- Views: 336558
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 psy-ops assigned ...
- Thu Mar 26, 2020 7:49 pm
- Forum: General Forum
- Topic: Tiny rocks and gas giants question
- Replies: 29
- Views: 65754
Re: Tiny rocks and gas giants question
ah, I read small in both sentences, my bad ... tiny, it's tiny 

- Thu Mar 26, 2020 7:46 pm
- Forum: General Forum
- Topic: DLC 3 and 4, from the Suggestions thread...
- Replies: 78
- Views: 336558
Re: DLC 3 and 4, from the Suggestions thread...
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)Arioch wrote: Psionics
- Wed Mar 25, 2020 9:04 pm
- Forum: Modding
- Topic: more resistant planetary defenses
- Replies: 2
- Views: 14625
more resistant planetary defenses
revisiting my old shield_damage_negation and poking around ship_damage.lua again, got me thinking
I know we reference MoO and its sequels quite a lot, hope it doesn't bother devs too much, MoO II had planetary shields that had increased shield_damage_negation compared to ship shields
this change ...
I know we reference MoO and its sequels quite a lot, hope it doesn't bother devs too much, MoO II had planetary shields that had increased shield_damage_negation compared to ship shields
this change ...
- Wed Mar 25, 2020 7:33 pm
- Forum: Modding
- Topic: Lethal effect applied per percentage of armor damaged
- Replies: 3
- Views: 14310
Re: Lethal effect applied per percentage of armor damaged
I guess you were not looking for binary
a) crew can be damaged
b) crew is protected from any damage
so for your request, raise the floor value of protection against lethal you need to use newly created ship property ship.crew_protection little differently
if you look inside function deal_damage ...
a) crew can be damaged
b) crew is protected from any damage
so for your request, raise the floor value of protection against lethal you need to use newly created ship property ship.crew_protection little differently
if you look inside function deal_damage ...
- Tue Mar 24, 2020 7:46 pm
- Forum: Modding
- Topic: Lethal effect applied per percentage of armor damaged
- Replies: 3
- Views: 14310
Re: Lethal effect applied per percentage of armor damaged
There also is the option to have an equippable item, or a specific class/variant of armour that will raise the floor value of protection against lethal (or potentially other special) effects.
since it seems you are quite keen to poke around the files yourself :D
you can check my shield_damage ...
since it seems you are quite keen to poke around the files yourself :D
you can check my shield_damage ...
- Tue Mar 24, 2020 7:28 pm
- Forum: General Forum
- Topic: Tiny rocks and gas giants question
- Replies: 29
- Views: 65754
Re: Tiny rocks and gas giants question
sorry, do what exactly ?Serenitis wrote:I was also a bit disappointed to see that the tiny planets couldn't also do this - I'd love to see how that looks/works.
- Tue Mar 24, 2020 7:23 pm
- Forum: Modding
- Topic: Lethal effect applied per percentage of armor damaged
- Replies: 3
- Views: 14310
Lethal effect applied per percentage of armor damaged
What I'd like to suggest is that the armour present on the target still blocks the lethal effects, but only upto it's overall integrity.
So a target with 100% armour when hit by a tagged weapon will not suffer any lethal effects, same as now.
But if 15% of the armour is damaged in that attack, then ...
So a target with 100% armour when hit by a tagged weapon will not suffer any lethal effects, same as now.
But if 15% of the armour is damaged in that attack, then ...
- Mon Mar 23, 2020 7:03 pm
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 37756
Re: EMP (and Leech) Bombers
Missileses sounds kind of cute, but if you don't like it, change local already_plural in file RACES.lua
local already_plural = set(
'ashdar',
'imperials',
'ashdar colonials',
'nuclear missiles',
'antimatter missiles',
'fusion missiles',
'emp missiles','leech missiles',
'pell','wrem ...
local already_plural = set(
'ashdar',
'imperials',
'ashdar colonials',
'nuclear missiles',
'antimatter missiles',
'fusion missiles',
'emp missiles','leech missiles',
'pell','wrem ...
- Mon Mar 23, 2020 3:26 am
- Forum: Modding
- Topic: EMP (and Leech) Bombers
- Replies: 13
- Views: 37756
EMP (and Leech) Bombers
sorry no time to make it work from Mods folder, this will add two new bomber types, one for delivering EMP Missiles, one for Leech Missiles ... if requested technology is not known, they will be equipped with best known missile tech
add this to WEAPONS.lua , I made them as fast and durable as ...
add this to WEAPONS.lua , I made them as fast and durable as ...
- Tue Mar 17, 2020 6:01 am
- Forum: General Forum
- Topic: Fleet bases underwhelming?
- Replies: 23
- Views: 67203
Re: Fleet bases underwhelming?
hope everyone is doing as good as they can, in these trying times
bit of an insight on quite slow progress (not much free time)
Shipyard gets
- additional System slot when Autorepair Systems are researched
- Armor, Shield and Dyson Swarm slots when Fleet Logistics are researched
- two Hangar ...
bit of an insight on quite slow progress (not much free time)
Shipyard gets
- additional System slot when Autorepair Systems are researched
- Armor, Shield and Dyson Swarm slots when Fleet Logistics are researched
- two Hangar ...
- Thu Mar 12, 2020 5:34 am
- Forum: General Forum
- Topic: Fleet bases underwhelming?
- Replies: 23
- Views: 67203
Re: Fleet bases underwhelming?
Economic Centres
- Thu Mar 12, 2020 5:28 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3965127
Re: Report - Current Bugs and Issues
Did you add a metal cost to terraforming? The text about the "incomplete hull" sounds weird in that context too. The incomplete hull of the planet?
nope , no metal cost to terraforming
that text is there only for projects that need metal (my screenshot is showing ship being build), and it either ...
nope , no metal cost to terraforming
that text is there only for projects that need metal (my screenshot is showing ship being build), and it either ...