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All current factions will at least be updated when the diplomacy update comes out. That's when I'll consider making a new one, most likely a teladi first.
Not sure what I can do about those nukes within my mod entirely since it seems to be a ware any faction has access to, I tried to lower their chances of getting the max loadout, but they may still have nukes.
Nukes are from here. Nuke torpedoes seem to automatically add to torpedoe loadouts at Preset High.
In this case it was the Shark's subordinates.
Seems fair to not be the only one using those toys, but it gets crazy when it's a whole carrier's deck packing those. And they are really costly.
I've seem to have wiped out most of the starting forces near my HQ. They've settled in Xenon sectors and are giving the locals a hard time. Because those guys still get regular Obliterators out of somewhere. This ship is not meant to be that common, and no major faction can effectively resist that. The only vanilla counter is Asgard, but only if it manages to land the first shot. Otherwise it gets one-shot alongside with fighters.
Overall it does a good job of spicing up the gameplay. Just needs a bit of balancing.
Can you link the mod with the nukes? The mod maker either replaced an already existing weapon/ware or they gave the faction access to it themselves. Either way I'll have to look at it. Anyone is allowed to add on to these factions if they want nerf or buff them.
Do they just spawn all that out of nowhere, instead of building?
like this for boron
<connection name="con_turret_m_02" group="group_front_down_right " tags="khaak boron combat hittable medium missile turret ">
or this for everything else
<connection name="con_turret_013" group="group_mid_down_right" tags="khaak standard turret medium missile hittable ">
i don't have much confidence that'll work but it's worth trying.
I was hoping that removing the noblueprint noplayerblueprint tags in the ware file would be a quick work around but no dice. That does unlock the ability to buy and build kha'ak ships but I left them locked since they don't actually have any bridges or cockpits. Like I said though, if anyone has a good xyz coordinate for a bridge on the destroyer and battleship files I will apply it and unlock the ability to use them.
Here's a regular argon engine's id:
<identification name="{20107,2204}" basename="{20107,2201}" shortname="{20107,2205}" makerrace="argon" description="{20107,2202}" mk="1" />
Here's a kha'ak engine's id:
<identification makerrace="khaak" mk="1" />
Pretty sure you could just turn it into this:
<identification mk="1" />
And then any ship except boron and frontier ships would be able to use them.
Change makerrace="boron" if you want boron to be able to use them.
The only reason I haven't done this is I want the faction to be overhaul compatible.
also what weapon tags do we need to use for normal ships to be able to use khaak equipment such as main weapon of ravager and laser turrets of it :D
You could easily just, idk, put a split bridge in the right place, and bam you have the ability to pilot a Kha'ak destroyer or battleship. I'd do it myself but I'm burnt out from some other ship modding I've done for a nexus mod overhaul. If anyone has some good xyz coordinates for a bridge location, maybe even some dynamic rooms, I'll slap that bridge on, unlock their blueprints, and have them be usable by the player.