To activate the GE, rename your pilot to "Makeanapplepiefromscratch". Once here you can see scripts the game is running, manually run scripts, edit or write your own, and view other additional information. Instead, you will now be able to access the script editor from the ship command console. If it worked correctly, the game will freeze for a short while, and when it comes back your name should be unchanged. To activate the SE, rename your pilot to "Thereshallbewings" (Look out for the capital T and double l that the key repeat rate hinders).
The mod has some balancing issues though: Machine empires need more energy, all +enery_production modifiers are much more valueable then other modifiers, Dyson Sphere is OP as it is not affected by the mod and having vassals is way more effective than now. I think that in addition to smaller fleets it also makes the game more interesting as it is more difficult to steamroll with this modifiers as smaller empires can still be a threat. I also added some new techs that lower that effect somewhat such that high tech empires have an easier time to maintaine a large empire. It is inspired from the corruption modifier from Totoal war: Rome 2. Only the endgame fleets are much smaller. This means that early game fleets are still the same size as now. How much your income is decreased depends on your empire size (pop count to be exact). The mod does not just size downsize the fleet by 1/2 or 1/4 but instead it decreases the energy creadits income.
I once created a mod for myself with a different approach to the problem of the huge endgame fleets. Please correct me if I'm wrong here.Īnyone who has input on this, I'd greatly appreciate it, I've seen a lot of interest in a mod like this and I'd love to play it personally, add a little more personality to our individual ships.
If so, would simply adding the same modifier to Crisis/FE/AE/monster ships work? x2 to their HP/Damage too?įinally, I'm already under the impression that I'd have to modify each component seperately, as simply adding a +100% starting tech would water down any later % upgrades (+10% would be 210%, not 110%, therefore being a 5% increase, not a 10% increase). Would modifying the number of crisis/FE/AE ships spawned, or the HP/Firerate of those ships be needed? I'm presuming yes. What modifier would be balanced for HP vs Firerate, if any? x2 across the board? My questions for the mathematically inclined among us: I'm not sure that second point is hugely relevant as from memory I cant think of any non normal empire fleet that uses swarm tactics.though the only crisis I've encountered is the contingency, so I'm open to input from those who have fought the others.