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Here's my sitch...in the more vanilla version of MOO, I would load up a map as the Elerians, scout a race that had an interesting or desirable setup, save and reload then choose that race and play to test strategies or whatever.
It would save a ton of time versus having to click turns just to see if a race's local planets were viable at harder difficulty levels.
Now it seems when you create a multi player game as the host you are now locked into the initial racial selection.
Thank you
Disaster Resistant. Has smaller point cost than lucky. Certain Negative Random Events will have a reduced effect on this race.
"This race has learned to adapt to sudden disasters and therefore, are less affected by most negative events."
Examples:
Quakes have half effect (Number of structures and population destroyed / 2)
Plagues and Supernovas require 50% research of standard to neutralize.
Computer Virus halves research progress on the current progress but briefly increases total research output until the lost progress is made up.
Industrial Accidents Generate half as much pollution.
Diplomatic Misunderstandings and Assassination Attempts result in half of the disposition loss as normal.
Tangentially, I also think I discovered why modifying the Modding\AntaranSettings.yaml didn't seem to be doing anything - 5X Lite supplies its own version of that file, too.
Silicoids really kind of suck without a reliable terraforming path (for other races, Terran/Gaia is still pretty good even if it's not as good as the uber; Silicoids, it almost makes things worse). It'd be really nice to get that one tweak in a lite or standalone version, even if I have to do some work on my own to do it.
Good concept though. Much more logical than making all their worlds gaia. Maybe i'll upgrade off of lite.
As a side topic, diplomacy with silicoids is weird because they can't make some. I didn't know this until i reread everything.
It's very confusing because the tech tree says it works on Terran, the 5X changelog says it was changed to Barren, but in the game it's neither.
The silicoids work at least and the top right of the screen (UCP s.0.6.3.a, etc) on menu is brighter for some reason. I see detection ranges of ships now. I'm guessing it all works as intended.
I used UCP forever, and just put in 5x lite v2.2. It should be in the right load order (it's at top, followed by ucp then the ucp steam file thing). Not using any other mods.
Only silicoids seem to have this (so far). Haven't tried playing as them yet.
Cool, and thank you for your work!
https://i.ibb.co/XFZwCwn/Tri.jpg
https://i.ibb.co/ZS0hVfW/GNO.jpg
Thank you so much for your mods. I got 8 badges in 2 games using your 100,000 BC/turn structure. One question. I am using 5x Lite 2.1 and so UCP as recommended. I just played a game on a Miniscule map with the Darlok. I won the conquest victory and got the badge for it. But looking at the list of victories by type and race (thanks as well for posting how to reach that) my Darlok conquest victory number is 0. Could i have installed the 2 mods improperly? When I used your no Antaran attack mod, I received credit for each race defeating them.