If all you want is a speed penalty, that's fairly simple. From what i've been poking at, attack and defense penalties (that is, subtracting attack/defense from enemy ehips) are supposed to be possible as well. I'm not sure how the latter entirely works, however, as there is no in-game example, only the modding docs stardock put up and my own readings of the module xml files.
Holocat
that lack of breaks is happening all over now. My and several other posts are like that, but only new threads, not replies. Did someone break something?
God damn forum deleted all my whitespace and I keep getting access denied when I try to edit my own post. I'll try to clean it up in a reply. Is there any method to link random events together? From the block of script that I see they seem to be completely encapsulated, but there is also evidence that I can pull data from things to make decisions; For instance, one of the UP AI logic is to vote a certain way if they're winning/losing and therefore can compute if they are, indeed
Is there any method to link random events together? From the block of script that I see they seem to be completely encapsulated, but there is also evidence that I can pull data from things to make decisions; For instance, one of the UP AI logic is to vote a certain way if they're winning/losing and therefore can compute if they are, indeed, winning or losing. Several anomalies (though disabled) plant ships in the gamespace. To be more clear, my question is if there is a workaround that all
It should be stated that Hyperon Planetary Defense should give you a unlimited logistical limit when built on a planet for that planet, allowing one to create rather monster defense fleets. Unless it's broken ( i've never actually had to defend my worlds, and therefore have never used these devices myself. ) edit: Sorry, that's Hyperon Fleet Defense. I think.
I agree that paying a fine and becoming something you are not is more than a little strange; I tend to avoid the ethics branch until late anyway since I like getting random issues as it is. I think there is large room for improvement in this part of the game though Random issues and the morality play that is gotten out of it is one of the things that give this game a more complete feel. Stately. However, in addition to the alignment tech I find the issues too obvious (always one g
The more I think about it the more i'm torn between wanting starbase sector defense, 'cause it'd be a nifty game mechanic (after all, getting your starbase lines up takes quite a bit of doing, and you do have other priorities, like influence, trade and most probably mining centers to get up and running) and not, as deep striking with fast, multi-engined designed transports (my planetary strikeships) has become a rather standard early-mid game strategy for me. The strikeship looks nice and conto
Funny, I hated the AoW combat. Not the mechanic precisely, but the look and feel; The entire game has this wierd 'party of adventurers' look and feel to the units and combat and tactics. Heck, even the dragons looked small and scraggly. I think that's why I liked MoM more. It was more epic. Sure, it was a unit of 4 or 6 vs. 1 which isn't exactly an army, but with their cute marches and clashing of arms and all that made it feel bigger. You as the wizard-warlord inparticular has
I also recall a Master of Magic 2 rumor, but the forums been down for months... *cough cough*
or 2.5; I wouldn't rule anything out, given that the developers here are actively involved with their game, which means both that we get support and that they make a lot of tweaks. Heck, it's not a bad mod idea; You'd think a starbase would at least try to prevent someone from storming a planet with a 1 hp transport. Talk about lazy spacers. I think the simplest way to simulate what your asking for is simply to have any planet that's in the radius of a military starbase be uninvad
both sides are correct. The yaysayers in that a starbase does, apparently, shoot out to its influence radius. A sniper turret doesn't get called a sniper because it gets close in, after all. The naysayers have it correct because any basis of argument for purely realistic mechanics is very silly. I side against having starbases attack. First, I froo froo all over realism because my Galactic Malls are both stuck in influencer starbases (before they were taken out, can't
these three vessels became the backbone of my fleet; With 3 engined planetary strikeships developed, it became more important to have ships that could move quickly than hold a line; Being a technologist, we usually had the upper hand as far as weapons technology was concerned anyway. The Hunter, Fleet Interceptor; either working in squadrons of 4 or a squadron attached to a cruiser. <img src="http://img369.imageshack.us/img369/1306/hunter4c
I checked the ablity to modify an event at https://www.galciv2.com/mods/gc2modsdoc.htm#Events and will outline what changes I wish in stages from (what I think is) the most simple to the most complicated. I don't know of course, I haven't seen cold hard code to tell what's possible. Here's what I have to propose: Phase 0: GOOD THINGS TO HAVE FOR ANY PHASE OF THIS MODIFICATION 0.1 NEXT EVENT TURN Use this line to set when the next event will fire. Can use any positi