Any chance to get this updated to Diplomacy v1.32? Alternately, I could take a look at updating it if you have a good resource on the changes between 1.31 and 1.32. I realize it's a time committment further to the ones you already have. This might be my favorite mod to play solo.
mortification8
Thanks again. Another question: I have been working on economic rebalance and using stats from actual game play will be very helpful. For example, while trade income seems to be a linear weighted fuction, and planet income seems also to be a linear weighted function, the combination of the two seems to be more like a cubic fuction. I'd like to get some exact data from the save file so that I can do some rebalancing via formula. I have enabled the "Save Stat
[quote who="Ryat" reply="319" id="2978886"]There is no command that can increase the level count for starbases by way of research. Maybe for Rebellion.[/quote] Thanks for confirmng this. For those interested, here is my planned workaround: Higher level starbase upgrades will be linked to reseearch prerequesites in order to be available. Let's say that the TEC starbases get 12 upgrade slots instead of the normal 8. A player could fill all 12 wit
[quote who="myfist0" reply="316" id="2978846"]each star base upgrade stage has its own section which should have a NumResearchPrerequisites section that you link the research to. StarBaseUpgradeTechToughness.entity stage researchPrerequisites NumResearchPrerequisites 0 stage researchPrerequisites NumResearchPrerequisites 0 stage researchPrerequisites NumResearchPrerequisites 0 Change NumResearchPrerequisites to 1 and
[quote who="myfist0" reply="309" id="2978711"]Starbase capital ship builder work possible around Make a copy of the PLANETMODULE_TECHORBITALCAPITALSHIPFACTORY.entity and rename to PLANETMODULE_TECHORBITALCAPITALSHIPSTARBASE.entity add the new structure to PlayerTech.entity and update the count Change the mesh linked to PLANETMODULE_TECHORBITALCAPITALSHIPSTARBASE.entity from meshName "PlanetModule_TechOrbitalCapitalShipFactory" t
To answer my own question, I found this post in another thread: [quote who="ZombiesRus5" reply="6" id="2719690"] Would it be possible to make a new "flagshipCapitalshipyard"? This would solve the problem with your first Capital being free. Hey SuperZERO, to my knowledge there are a fixed number of ways to create ships: Frigate Factory, Capital Ship Factory, StarBase, createFrigate ability and spawnShips abili
OK another question for the experts. I have been making changes to starbases for the 3 races and things are going very well. I have successfully implemented the TEC "Super Resupply" ability giving me in effect 4 levels of the Resuplly ability, since individual abilities are hard-capped at 3. Next I have edited the Factory ability on TEC starbases to give 3 levels of upgrades; the first two function similar to the existing ones. The third, however, is intended to add
[quote who="ZombiesRus5" reply="283" id="2977528"]The Star Base Upgrade for Resupply can have four levels if you want, but the AbilityALevel can only go to a maxium value of 3 which will map to Level:2 in the ability file. You could for example increase AntiMatterRestoreRate and MaxAntiMatterPoints for a 4th upgrade if you wanted. Abilities are hard coded for a maximum of 3 levels of improvement currently though this might change with Rebellion. <a href="http://code.goog
Hello, and thanks to the community for taking the time to support this thread. I have recently started modding Sins Diplomacy to make some rebalances and tweaks for our local LAN group. I am new to the mod process. I decided to start by rebalancing starbases since we all like them. I changed some general stats such as adding more upgrade slots, and then completely rebalanced all of the Vasari upgrades. So far, things were going swimmingly. When I
I just wanted to drop a quick note to say thank you to the creators and maintainers of this mod; our local LAN group has gotten hours of enjoyment from playing Distant Stars. Also the information on this thread has been very useful as we are beginning to make some small changes to the game ourselves. The nerfing of strikecraft is a good idea as our large map games tend to lag badly after a few hours due to each player making giant strikecraft battleballs, especially around stars