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by siyoa
Thu Mar 26, 2020 8:07 pm
Forum: General Forum
Topic: DLC 3 and 4, from the Suggestions thread...
Replies: 42
Views: 9813

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: 12482

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: 9813

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)
by siyoa
Wed Mar 25, 2020 9:04 pm
Forum: Modding
Topic: more resistant planetary defenses
Replies: 2
Views: 1955

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 can...
by siyoa
Wed Mar 25, 2020 7:33 pm
Forum: Modding
Topic: Lethal effect applied per percentage of armor damaged
Replies: 3
Views: 1648

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 in f...
by siyoa
Tue Mar 24, 2020 7:46 pm
Forum: Modding
Topic: Lethal effect applied per percentage of armor damaged
Replies: 3
Views: 1648

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_negat...
by siyoa
Tue Mar 24, 2020 7:28 pm
Forum: General Forum
Topic: Tiny rocks and gas giants question
Replies: 29
Views: 12482

Re: Tiny rocks and gas giants question

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.


sorry, do what exactly ?
by siyoa
Tue Mar 24, 2020 7:23 pm
Forum: Modding
Topic: Lethal effect applied per percentage of armor damaged
Replies: 3
Views: 1648

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...
by siyoa
Mon Mar 23, 2020 7:03 pm
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4781

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','spice mongers'...
by siyoa
Mon Mar 23, 2020 3:26 am
Forum: Modding
Topic: EMP (and Leech) Bombers
Replies: 13
Views: 4781

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 Strike...
by siyoa
Tue Mar 17, 2020 6:01 am
Forum: General Forum
Topic: Fleet bases underwhelming?
Replies: 23
Views: 14064

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 slots (...
by siyoa
Thu Mar 12, 2020 5:34 am
Forum: General Forum
Topic: Fleet bases underwhelming?
Replies: 23
Views: 14064

Re: Fleet bases underwhelming?

Economic Centres
by siyoa
Thu Mar 12, 2020 5:28 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1693
Views: 739207

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...
by siyoa
Tue Mar 10, 2020 7:41 pm
Forum: General Forum
Topic: Fleet bases underwhelming?
Replies: 23
Views: 14064

Re: Fleet bases underwhelming?

Asteroid Mining Module
by siyoa
Tue Mar 10, 2020 7:35 pm
Forum: General Forum
Topic: Fleet bases underwhelming?
Replies: 23
Views: 14064

Re: Fleet bases underwhelming?

Diplomatic Modules

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