But if this is not the plan, do you have another idea how to foment conflict in the Galaxy?
Currently it is very easy to avoid war with other empires due to the many diplomacy relationship bonuses that present themselves: like helping out with food, metal or signing treaties and a bunch of ...
Search found 147 matches
- Fri Jan 05, 2018 1:41 am
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1845
- Views: 3999983
- Thu Dec 28, 2017 5:06 am
- Forum: Modding
- Topic: Akkamaddi's Minor Race Madess, the mod!
- Replies: 6
- Views: 43999
Re: Akkamaddi's Minor Race Madess, the mod!
This update is built with files from r21704 (from 12/23/17).
If you are using that version, you must copy the assets, but you can copy the Lua State folder into the Mods folder. Otherwise, you will have to merge data.
http://www.mediafire.com/file/bugmeeei1s99mgb/AkkamaddiMinorRaces_20171227.zip ...
If you are using that version, you must copy the assets, but you can copy the Lua State folder into the Mods folder. Otherwise, you will have to merge data.
http://www.mediafire.com/file/bugmeeei1s99mgb/AkkamaddiMinorRaces_20171227.zip ...
- Thu Dec 28, 2017 1:40 am
- Forum: Modding
- Topic: Farming on Iceball worlds
- Replies: 2
- Views: 8992
Re: Farming on Iceball worlds
Ohhhh....
Sven, this is interesting.
From RACES.lua:
name = "Abbizi",
And so, logically, in farming.lua:
Abbizi = {(planets)},
But, no! :o
The race name in farming.lua must start with a lower case letter. So, the fix that works is:
abbizi = {(planets)},
I remember checking this with ...
Sven, this is interesting.
From RACES.lua:
name = "Abbizi",
And so, logically, in farming.lua:
Abbizi = {(planets)},
But, no! :o
The race name in farming.lua must start with a lower case letter. So, the fix that works is:
abbizi = {(planets)},
I remember checking this with ...
- Thu Dec 28, 2017 1:12 am
- Forum: Testing
- Topic: Suggest - Features and Improvements
- Replies: 1250
- Views: 3512545
Re: Suggest - Features and Improvements
I think that's brilliant.zolobolo wrote: Would it be possible to have a layer in Galaxy View, for example on the second most highest level, which enables the user to draw on the map?
- Wed Dec 27, 2017 6:59 am
- Forum: Modding
- Topic: Farming on Iceball worlds
- Replies: 2
- Views: 8992
Farming on Iceball worlds
Hello,
Sorry for the totally random question, but I have a question about one of the races I've added. The Abbizi are vent dwellers like the Orthin, but produce more food. (Abbizi are to Orthing like Threshers are to Phidi.)
I've noticed that the Abbizi do not produce food in Iceball worlds ...
Sorry for the totally random question, but I have a question about one of the races I've added. The Abbizi are vent dwellers like the Orthin, but produce more food. (Abbizi are to Orthing like Threshers are to Phidi.)
I've noticed that the Abbizi do not produce food in Iceball worlds ...
- Tue Dec 26, 2017 4:11 am
- Forum: General Forum
- Topic: Next DLC
- Replies: 13
- Views: 22168
Re: Next DLC
Yeah, that was a thing from MoO2. Actually, the Antarans would do that on purpose. They would swarm their lightest ships around your hulks. Some of their ships had a special detonation unit that would make a ship's destruction about x4 or x5 as damaging. They would then send in a ship with one of ...
- Sun Dec 24, 2017 9:59 pm
- Forum: General Forum
- Topic: Next DLC
- Replies: 13
- Views: 22168
Re: Next DLC
While a "consuming tide" universal enemy race would be cool, I must admit The Gardeners sounds far more interesting.
I'm also curious to see the direction terraforming will go.

I'm also curious to see the direction terraforming will go.
- Sun Dec 24, 2017 6:20 pm
- Forum: General Forum
- Topic: Next DLC
- Replies: 13
- Views: 22168
Re: Next DLC
In the code, it looks like there is some groundwork for the addition of both human and ashdar marauders.
There are also pieces of the Zubelengen, what appears to be an aquatic, non-diplomatic ("repulsive") enemy race with a larval, hunter, and soldier form. I think that would be a good addition. It ...
There are also pieces of the Zubelengen, what appears to be an aquatic, non-diplomatic ("repulsive") enemy race with a larval, hunter, and soldier form. I think that would be a good addition. It ...
- Sun Dec 17, 2017 4:45 pm
- Forum: General Forum
- Topic: Star Harpy updates
- Replies: 14
- Views: 20291
Re: Star Harpy updates
OK, small suggestion with the New and Improved Harpies, which I am enjoying.
In the game I am playing, they are really infesting the universe. Between them and tiny worlds, it is really hindering the spread of some empires. I just found the Yoral in my game, and they only had two worlds.
One ...
In the game I am playing, they are really infesting the universe. Between them and tiny worlds, it is really hindering the spread of some empires. I just found the Yoral in my game, and they only had two worlds.
One ...
- Sun Dec 17, 2017 3:42 am
- Forum: Modding
- Topic: DLC rebalance mod
- Replies: 80
- Views: 437065
Re: DLC rebalance mod
This is just a guess, but go to systems.lua in the same folder.
Compare your edited one to the one in the game folder, and make sure you didn't "damage" the Ovaries entry.
The line that errors out just echoes back information about a ship system, so my guess is you have to find where the ovaries ...
Compare your edited one to the one in the game folder, and make sure you didn't "damage" the Ovaries entry.
The line that errors out just echoes back information about a ship system, so my guess is you have to find where the ovaries ...
- Sun Dec 17, 2017 1:47 am
- Forum: General Forum
- Topic: Star Harpy updates
- Replies: 14
- Views: 20291
Re: Star Harpy updates
Has anyone else seen the new Harpies destroy scout ships before they can retreat?
EDIT: Three scout ships in a row destroyed, the fourth escaped. I think the escape rate is no longer 100%. (Don't take this as a complaint.)
edit again: And thank you to the person who pointed out you can put an ...
EDIT: Three scout ships in a row destroyed, the fourth escaped. I think the escape rate is no longer 100%. (Don't take this as a complaint.)
edit again: And thank you to the person who pointed out you can put an ...
- Sun Dec 17, 2017 12:17 am
- Forum: Modding
- Topic: quick question, weapon mod location
- Replies: 1
- Views: 7179
quick question, weapon mod location
Hi,
I'm trying to find where the weapon mods (accuracy, long range, etc.) actually do their game-mechanics stuff. I've gone through WEAPONS.lua and ~TECHNOLOGY.lua, but I've only found the descriptions and dependencies. I'm looking for the actual multipliers that make stuff change.
Thank you.
I'm trying to find where the weapon mods (accuracy, long range, etc.) actually do their game-mechanics stuff. I've gone through WEAPONS.lua and ~TECHNOLOGY.lua, but I've only found the descriptions and dependencies. I'm looking for the actual multipliers that make stuff change.
Thank you.
- Sat Dec 16, 2017 4:23 am
- Forum: General Forum
- Topic: Star Harpy updates
- Replies: 14
- Views: 20291
Star Harpy updates
Is it just me, or did they get a whole lot meaner?
Also... OH MAH GAWD THE TEETH THINGS MOVE!!!! :shock:
I just noticed that on the Engineer. I'm not going to lie, it weirded me out for a moment. I came down with a sinus/respiratory infection last weekend, and I haven't had a really good night's ...
Also... OH MAH GAWD THE TEETH THINGS MOVE!!!! :shock:
I just noticed that on the Engineer. I'm not going to lie, it weirded me out for a moment. I came down with a sinus/respiratory infection last weekend, and I haven't had a really good night's ...
- Mon Dec 11, 2017 10:42 pm
- Forum: General Forum
- Topic: AI Massive Tropedo Spam
- Replies: 10
- Views: 17208
Re: AI Massive Tropedo Spam
MOO2? You are remembering the first incarnation of the Lightning Field Generator. It had a 50% chance to destroy any incoming missile.
In MOO3, it became a short range weapon. I think the rate of fire was 5, and the shield and armor piercing were both around 50%, so they could mop up nearby ...
In MOO3, it became a short range weapon. I think the rate of fire was 5, and the shield and armor piercing were both around 50%, so they could mop up nearby ...
- Sat Dec 09, 2017 11:25 pm
- Forum: Modding
- Topic: question on slavery and magnate races
- Replies: 4
- Views: 10996
Re: question on slavery and magnate races
Oh, I know about the slavery flag in the race description, and the separate assets. (I forgot to make a chibi version and the game was not happy.) I thought you were saying that Marauders could start just mopping up nearby minor race colonies, which would not be ideal.
And, thank you for the ...
And, thank you for the ...