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 = &q...
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 there is also th...
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 ...
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...
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...
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...
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...
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'...
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...
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 (...
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...