I may add fancy racial icons there :-)
someone please wake up harpy eagle or tell forum mods to update first post with latest mod files ;-)
please let me know if something is not working, I have this old save file only, cannot test all the races, there is 3 groups separated by empty line (major ...
Search found 182 matches
- Mon Feb 17, 2020 1:11 am
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 142427
- Tue May 28, 2019 12:59 am
- Forum: Testing
- Topic: Discontent populations, staffing, Scavengers, and Gaiads
- Replies: 17
- Views: 87088
Re: Discontent populations, staffing, Scavengers, and Gaiads
if you ask me, what I find odd about these minor races is that they somehow mange to keep they population at 3 for hundreds of turns ... and then the moment major race colonizes the planet, they realize that they want to start multiplying like rabbits 

- Sat May 25, 2019 6:58 pm
- Forum: General Forum
- Topic: Maybe stations should have a single shield bubble.
- Replies: 30
- Views: 73884
Re: Maybe stations should have a single shield bubble.
Just to point out to zolobolo that this game is, in spirit, based on the game Master of Orion ][, and shields, in quadrant form, and station rotation was in that game.
Maneuver unit does not allow station rotation, believe me ive tried.
yeah, MoO rotates station by 90 degrees at the beginning of ...
Maneuver unit does not allow station rotation, believe me ive tried.
yeah, MoO rotates station by 90 degrees at the beginning of ...
- Sun Mar 31, 2019 6:05 pm
- Forum: Modding
- Topic: shield rotation for stations
- Replies: 0
- Views: 40020
shield rotation for stations
anything that "is_ship" and has "never_rotates" property (station, asteroid bases, etc.) rotates its shields 90 degrees at the end of turn
I am quite lazy to rotate the craft, so just shields are rotating ... fore->port->aft->starboard->fore...
it is not super thoroughly tested, please report any ...
I am quite lazy to rotate the craft, so just shields are rotating ... fore->port->aft->starboard->fore...
it is not super thoroughly tested, please report any ...
- Sat Feb 02, 2019 6:57 am
- Forum: General Forum
- Topic: Kudos to the Developers
- Replies: 3
- Views: 12760
- Sun Jan 27, 2019 5:37 pm
- Forum: General Forum
- Topic: Expansion\DLC plans?
- Replies: 31
- Views: 55333
Re: Expansion\DLC plans?
1. Only allow heavy and small craft type mounts (and maybe rocket types) on planetary defences
I used to have a mod similar to this idea, you wouldn't dare to approach a planet without a few fighter carriers of your own as a counter measure ... I think the mod is long lost, but I can redo it ...
- Mon Dec 31, 2018 4:39 pm
- Forum: Modding
- Topic: any feedback on which mods were implemented in vanilla
- Replies: 10
- Views: 24591
Re: any feedback on which mods were implemented in vanilla
thanks for info 
I have to shamefully admit
that I drifted away from pure 4x genre this winter, just finished S.P.A.Z. (never played it before) and am dabbing very lightly at Star Traders: Frontiers

I have to shamefully admit

- Mon Dec 31, 2018 4:26 pm
- Forum: General Forum
- Topic: Maybe stations should have a single shield bubble.
- Replies: 30
- Views: 73884
Re: Maybe stations should have a single shield bubble.
Just to point out to zolobolo that this game is, in spirit, based on the game Master of Orion ][, and shields, in quadrant form, and station rotation was in that game.
Maneuver unit does not allow station rotation, believe me ive tried.
yeah, MoO rotates station by 90 degrees at the beginning of ...
Maneuver unit does not allow station rotation, believe me ive tried.
yeah, MoO rotates station by 90 degrees at the beginning of ...
- Sun Nov 11, 2018 5:21 pm
- Forum: Modding
- Topic: any feedback on which mods were implemented in vanilla
- Replies: 10
- Views: 24591
any feedback on which mods were implemented in vanilla
what title says ... mainly mods from harpy eagle on strategy and AI improvements (ship design, AI research), I know Sven plan was to implement them into the vanilla game (some of them at least) ... so before I figure it out the hard way, anyone have some insight ? thanks 

- Sun Nov 11, 2018 5:15 pm
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 142427
Re: Population Panel Mod
yeah sorting is for some reason borked ... hey look, it's winter again, time for hibern.... err, computer games 

- Tue May 22, 2018 3:48 pm
- Forum: General Forum
- Topic: "Stellar Surge" slows down game
- Replies: 4
- Views: 12532
Re: "Stellar Surge" slows down game
this may still work ? http://stars-in-shadow.com/forum/viewto ... ?f=2&t=532
- Tue May 15, 2018 4:35 pm
- Forum: Testing
- Topic: Capturing ships with Phidi race
- Replies: 14
- Views: 30546
Re: Capturing ships with Phidi race
Your message contains too few characters.
- Sat May 12, 2018 4:43 am
- Forum: Modding
- Topic: Debugging with VS Code
- Replies: 7
- Views: 46795
Re: Debugging with VS Code
ah, ok
I thought that that functionality is some kind of overlay, that brings the file up that contains the element
I thought that that functionality is some kind of overlay, that brings the file up that contains the element
- Sat May 12, 2018 2:46 am
- Forum: Modding
- Topic: Debugging with VS Code
- Replies: 7
- Views: 46795
Re: Debugging with VS Code
works so far 
now, when I click "New Game" and ctrl-click on race description file RACES.lua opens, but ctrl-clicking anywhere else (race picture, home world) nothing happens

now, when I click "New Game" and ctrl-click on race description file RACES.lua opens, but ctrl-clicking anywhere else (race picture, home world) nothing happens

- Thu May 10, 2018 8:42 pm
- Forum: Testing
- Topic: Can We Talk About Diplomacy?
- Replies: 33
- Views: 144398
Re: Can We Talk About Diplomacy?
that is true, well I patiently wait for next DLC thenArioch wrote:It would be a bit dodgy, I think, to charge as DLC for something that was intended to be a part of the base game.
