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Master of orion 2019 mods
Master of orion 2019 mods






master of orion 2019 mods

It is not good practice to null lbx-es that you don't use, since "=0" is not the same as "do nothing". I noted that in the depth501.cfg, lbx-es that are not used are written as "newgame.lbx = 0 " > try renaming folder from Depth501 to depth cause could actually be that in cfg, the lbx paths are named "150\mods\depth\SHIPNAME.LBX "īut with the new version the folder name has become "Depth501". make sure that you haven't both the previous depth500.cfg and this new depth501.cfg installed, because that will cause a conflict for Launcher. did you copy files into correct folder? eg not into /launcher/patch/150mods but into /150/mods? # icon = “gfx/interface/icons/traits/trait_delicate.If you use Launcher, then there should be no need to manually edit 'enable.cfg'. I tried to add an “Aquatic” trait and similar traits but these traits wouldn’t even show up in race creation for some reason… If anybody knows a workaround for any of these issues, please fill me in. “Psychic” civic: a permanent civic that would give empire the relevant ascension perk “Cybernetic” civic: a permanent civic would give empire the relevant ascension perk “Warlord” civic: permanent civic that would increase troop production speed and morale Intrigue traits to give empire permanent boosts or penalty to intrigue generation Ship Defense traits (+/- % Evasion) buffs and penalties Ship Offense traits (+/- % Fire Rate) buffs and penalties “Creative” and “Uncreative” traits that affect # of research options New icons for all of the additional traits, those should be coming soon. Will not work with any other mods that mess with this file. This mod overwrites the entire 00_species_traits.txt, since so many of the dependencies of the traits intertwine. I have tested this mod out a bit, but still need feedback from the community as regards to balance. (new effect matches original description better)

master of orion 2019 mods

+5% nutritional value (a healthy dietary choice for xenos that enjoying eating sentients) 5% output for minerals (they need fertilizer) Here is most of what my mod does (all of these changes affect the AI as well): I also increased the number and kinds of traits available using the old Master of Orion 2 race picks template (16 new traits!). I decided to fix the issue by opening up the Ethics and Civics choices a bit to allow more diversity without massively shifting game balance. Have you ever felt like the race creation options in Stellaris were a bit limited? I did, especially coming from the expansive race creation systems in previous 4x games like Master of Orion 2. Sean’s Race Creation (Master of Orion Style) – 1.6 Stellaris








Master of orion 2019 mods