IMPORTANT UPDATE: The mod has finally been published! (yay) Just go here to get it! Another important note: upon further testing I received errors because I didn't include every file in GameInfo (I think). If you get errors, try copying the unchanged files from your current GameInfo folder into the /mods/friendly universe mod/gameinfo folder. I apologize for the inconvenience, but this problem didn't appe
emmulattor
mr_cyberpunk: all of the mission parameters are located in the GameInfo folder, and all start with Quest-something. antracer: No, I hadn't actually thought about that. I'm not 100% sure that I totally understand what you mean about positive missions. But hey, sounds like a good idea to me, and that's what v 0.2 will be for :D
"Why can't we all just get along?" These words were more or less the inspiration behind this mod. I started a new FFA game, myself and 2 normal AIs (unlocked teams) and tried to win the game exclusively through diplomacy. Apart from the a few scout ships and one colony-class capital ship, I had no army. I conducted no military research, just colonized several neutral planets and researched my way through the civ tree. Essentially, I was Switzerland :) At any
Ah, thank you both. To see if I could get the "Kill 1000 frigates" achievement, I edited the cost and construction speed of light frigates to almost nothing/instantaneous (respectively) and picked 4 aggressive AIs on the hard setting. Yes, instead of, say, 5 light frigates they had more like 15-20, but they still built the usual variety of ships. Not to mention the part where, yes, they did assemble a MASSIVE combined fleet one planet away from my homeworld, but all they did was sit t
A slight addendum to Uzii's post a bit farther up: my text editor of choice is Notepad++ which also has a handy plugin that lets you compare files side by side, with highlighted lines where something has changed. I was causing the game to crash with an edited CapitalShip_PSIBattleship.entity file, and I had no idea why. I compared my version to the original and had to change things back line-by-line, which did suck but without the compare feature it wou
Two questions: Is there a way to edit the AI scripting? For example, if I wanted to make an AI behavior type where they built exclusively frigates, or buy lots from the black market, or (har har) send you lots of credits (:)) etc? Secondly, where is the default list of planet/ship names? And is it editable? For example, I'd love to add in some extra names (Coruscant, Yavin IV, etc) for planets, and other ship titles. That way, I wouldn't have to spend time indiv