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by siyoa
Mon Apr 23, 2018 5:38 am
Forum: Modding
Topic: File ~ShipTechPrereqs.lua seems to be ignored in Mods folder
Replies: 0
Views: 16338

File ~ShipTechPrereqs.lua seems to be ignored in Mods folder

unless I am doing something wrong, the file ~ShipTechPrereqs.lua seems to be ignored when in Mods folder, any changes to it are accepted only if the file is edited in Lua State location I added new station for all races, it can sit in Mods\mod_name\Drawers\Ships just fine and it is accepted, but onl...
by siyoa
Sun Apr 22, 2018 9:23 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 191575

Re: Tactical Combat AI Mod

Ship placement and positioning is probably an entire topic in itself. I think this is making it to the top of the list now, a lot of issues come from current ship placement and positioning the thing is, a single formation is not going to solve this, you need different formation depending on situati...
by siyoa
Sun Apr 22, 2018 9:14 pm
Forum: Modding
Topic: Using the Combat, Economy and Research Path AI Mods
Replies: 16
Views: 26323

Re: Using the Combat, Economy and Research Path AI Mods

you can edit file new_galaxy.lua in folder Setup look for this section of the code I think those science bonuses and discount bonuses are a bit high for mods you are using EDIT: you need to start a new game for changes to apply (I think) if galaxy.difficulty == 'normal' empire.resource_bonus = 1 emp...
by siyoa
Mon Apr 16, 2018 9:58 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57314

Re: various improvements for ease of empire management

Also: would you be interested to do a pie-chart based on the sum of all pop types in the diplomacy menu - wherever it can be inserted? This is nothing important game-play wise but it should look rely cool to see the empire composition. Think Stellaris had something like this, but due to the boring ...
by siyoa
Mon Apr 16, 2018 9:49 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57314

Re: various improvements for ease of empire management

moved all files to the first post, should work from Mod folder, please let me know if there are any issues
by siyoa
Mon Apr 16, 2018 3:05 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57314

Re: various improvements for ease of empire management

ok, so here it is ... I want to clean it up (i.e. it may not work from Mod folder at the moment) at some point and maybe completely switch to SCOPE_call instead the way how it is done now ... fixed un-harmonized Tinkers also some scaling should be better now, it needs to be done per icon for instanc...
by siyoa
Sun Apr 15, 2018 2:29 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57314

Re: various improvements for ease of empire management

small_shadowed_word_drawer(format("%d",2))(x,y) thanks Sven, will look into that ... at some point ... I just need a bit of time off, just finished big control related project (lots and lots of time spent in various control algorithms and PLCs) and I don't feel like looking into any code ...
by siyoa
Fri Apr 06, 2018 12:25 am
Forum: Modding
Topic: Shield Regeneration Rate Mod
Replies: 18
Views: 26922

Re: Shield Regeration Rate Mod

If everything were linear we wouldn't need to worry about these second-order effects from stacking stuff. But the impact of regen isn't linear, so I still think it's the regen. regen is not linear in absolute values, it is in relative values, i.e. percentage ... I guess we have different opinion on...
by siyoa
Thu Apr 05, 2018 6:48 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 191575

Re: Tactical Combat AI Mod

The next thing I want to look at is making the AI possibly not retreat transports in combat if it is likely to win. It's pretty silly when a massive invasion fleet arrives at a planet, but because there's a few defenders all the transports leave and then have to be sent back. this leads into follow...
by siyoa
Thu Apr 05, 2018 6:43 pm
Forum: Modding
Topic: Shield Regeneration Rate Mod
Replies: 18
Views: 26922

Re: Shield Regeration Rate Mod

I think the problem with shields occupying system slot is that it is incredibly hard to balance ... for big ships you needs to have multiple system slots, so the ship really feels like big ship that can do multiple roles ... but the moment you decide to overload the ship with as many shields as poss...
by siyoa
Thu Apr 05, 2018 6:25 am
Forum: Modding
Topic: dedicated shield hardpoint
Replies: 3
Views: 18007

dedicated shield hardpoint

if anyone wants to play around with it, shields can only go to dedicated new hardpoint, it is not fully tested, please report any issues ... also, it may not work from Mods folder, you may need to replace files in Lua state add ShieldSlot, for ships in Drawers\Ships in the section where other slots/...
by siyoa
Thu Apr 05, 2018 2:46 am
Forum: Modding
Topic: Shield Regeneration Rate Mod
Replies: 18
Views: 26922

Re: Shield Regeration Rate Mod

maybe all we need is a dedicated shield slot that accepts shield only and remove ability to put shields into system/station slots ... so you can have only one shield per ship I must say it was quite interesting to add new hardpoint type, it is spread over 4 files, if I captured everything ? well, fi...
by siyoa
Wed Apr 04, 2018 6:46 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2720090

Re: Report - Current Bugs and Issues

OK, just gonna report this here because I'm pretty sure it is a bug. When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make regul...
by siyoa
Wed Apr 04, 2018 5:32 pm
Forum: General Forum
Topic: Suggestion: Nuclear-Pumped Laser Warheads
Replies: 6
Views: 9188

Re: Suggestion: Nuclear-Pumped Laser Warheads

harpy eagle wrote:Huh, didn't know about that, interesting. Do you think there is still a place in the game for this as a researchable tech as described above?

definitely :D
by siyoa
Wed Apr 04, 2018 5:30 pm
Forum: General Forum
Topic: Suggestion: Nuclear-Pumped Laser Warheads
Replies: 6
Views: 9188

Re: Suggestion: Nuclear-Pumped Laser Warheads

it is this tech, obtainable from harpies or herald ... easy to mod to fit your needs this tech unlocks the weapon I quoted in previous post tech 'Plasma Torpedoes' { cost = mid(.4), locked=true, herald_codex=true, prereq = all_of( 'Fusion', 'Heavy Missiles'), unlocks_parts = 'Plasma Torpedo', shorte...

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