Ok then on a similar related note, does anyone know a list of what ships you can find in the game? by this i mean anomalies and the precursor ones that just turn up.
feygan
Anyone on this one???
I've looked through the events file and all others trying to find the window popups where it says civ x has found a precursor ship of x xlass but with no luck. I've found the relavent video but not the actual event. I'm trying to edit it so that it gives a different ship class etc, does anyone know where I can find this part of code?
I've seen in the english.str file theres a list of ship abilities, the ones im most interested in but have no idea how to use are the "shipabilitystealth" and the "shipabilitydockships". now I'm guessing the dockships is for the starports, but ive no clue what uses the stealth one. Dows anyone out there know anythong about these? and also if its possible to make use of them by creating a module to add them to a ship?
They may still be possible to build, if I can find a way that will alow a module that when activated, like the colonize button for exampe, it then subtracts 10% from the planet quality. Not perfect but it may be dooable im hoping.
Just a thought that came to me from looking through the english.str file, theres a list in there of abilities it includes stuff like shipabilityclonize, shipabilitycontruct etc for all the special acions and such. However there one called shipabilitydockships, I'm guessing this is designed for the starport or maybe for planets. But is there a way that a module could be made to make use of that ability? I've not seen it elsewhere yet but if it is this then it seems a pretty straightforward way to
I'm wondering where I can find the file that contains all the general nomaly setup, mainly the stuff about respawning. I'm looking to alter it so that anomalies respawn faster, mainly as I intend to set them at rare all the time, thus giving a more realistic feel that they appear more often but you gota look hard to find them.
Ok I think I've finally managed to solve the colony shp issue, it became a case of making a new type of colony module that requires much higher techs. The original one you can now think of as an "interplanetary module" It doesn't have the space or facilities for long distance, so to reflect this all I could do is increase its cost massivly so no one will try to build it. Hopefully whith some long testing the AI won't either. My problem now is trying to get the AI to not try to use the free surve
No any help that you can offer is still going to be much appreciated. I just saw that you were busy before and so took a look into the xml's to see how it could be done. AT this time though the biggest problem is where it sets up what ships you get to start with? If I could find that, then it would make all the other stuff easy. Even after stripping all components/drives etc from the flagship and your free colony, they still can move 1 square a turn, and the AI still tries to use them a
PArt of the reason to it is that I find a major problem with the game mechanics to be following the lore. If humans invented hperdive and gave it to everyone else, then setup a good relationships with at least one other race then why when you start do you get stucjk on earth with no map, no translators, no trade, and no alliances etc etc?? This is fine if your just starting out. But the lore says different. The issue of racial bonuses however can be resoveled easily enough by adding a few t
A while ago I asked about how to remove tech and starting ships to allow for a true prewarp game, as was possible in moo3. Since then I've looked into the xml's and so far managed to do what I had originally intended, though now I find other things that need changing to fit. So far Here's what it does: 1.Removes all free techs from civilizations forcing even the hyperdrive to be discovered. 2.Removes all predesigned ships with the exceptions of the survey and colony
Ok The good news is both are doable. Firstly you just simply strip all races of free techs then they all start from stratch, secondly whilst you can't delete the predesign ships without crashes, you can strip them of all components. This way hopefully meaning the AI won't build any. However sadly the two first ships still start, so the AI still can try to colonize and survey, I've seen it send to any and all planets/anomolies. I havent worked out this at all yet.
I kind of was hoping that the starting techs would be in the tech tre to research?? Also, is there a cheat console or something that allows you to reveal the map and spawn/destroy ships? this way you can reveal the map, destroy all aships and hide the map again?
I havent even heard of the human faction mod? If someone could throw a link or something? As to the ships, is there a console type cheat system? It could be a case of then just cheating to destroy everyones ships. Though also if the AI can design it would be great to strip the predesigns.
Ok well then to be a little more precise, here's what i'm looking to do. A pre-warp mod. The Essentials All major civs start with no techs at all for free. (can only build the very basic building to start with) [minor civs dont need to be affected as they come later in the game once everyone has started travelling so its no worry] No civ starts with any ships at the beginnning. ie. no free survey ship to magically know all anomallies and galaxy, or a fr
It would be greatly appreciated if someone could do that, as i've no clue as how to get it done?
Ok I've no modding experience but im loking for a mod that firstly, strips all free techs from all the major races, then also srtips the 2 ships you get at the start (colony, survey) this way leaving me with a "pre warp" time. meaning i'd have to research everything long with the other. Mainly as i like to play in huge galaxies with very slow tech rates. It all just feels to arcade like and quick otherwise, i like to be able to go back to the moo3 style of play in a sense. any ideas?