Suicide bombing is evil... telling your people to fruitlessly commit suicide to prove your own greatness is decidedly evil.
Neale Davidson
Okay, mine's posted. Don't worry, just found it funny that 'XenoReligion' got used twice. :) You're seems to be a lot more powerful, but doesn't give the starbase module bonus.
//------------------------------------------------------------------------ TECH 600 Xenotheology //------------------------------------------------------------------------ Name "Xenotheology" Model "" Tech_Requirement "UniversalTranslator" Research_Cost 100 Description "The power of religion can raise morale amongst the faithful of our people." Overview "Though some scien
*cries* Not only did I do this mod already (and it's been available for over a week on the usenet groups), but I called it the exact same thing... :sniff!:
I did.. but it scared me.
Well, FIX it. :) And free up my mods, dangit! :P
I've got it at 59, I think.. but I did check the number with the main and mod-pack values. Works pretty fail, and acts as a good culture boost until you can build the big-ol' culture palace.
//------------------------------------------------------------------------ IMPROVEMENT DreamFantasyPrograms //------------------------------------------------------------------------ Name "Dream Fantasy Programs" Model "TradeGoods" Manufacturing_Bonus 0 Morale_Bonus 0 Economic_Bonus 0 Prestige_Bonus 0 Planetary_Quality_Bonus 0 Starship_Q
Okay, had to lower it quite a bit. I think Stardock's going to need to expand the number, 'cause we're going to fill starbase modules awfully quick.
60 didn't seem to work either. I'll try it with a lower number, and if /that/ doesn't work, I'll post it here and see what the problem is.
It's theorethically possible, but I'm not getting any to work. When the constructor goes to build one, it just... kinda... doesn't.
Okay, I've got a starbase module, and everything lists properly. One small problem, for some reason the game won't actually let me build the module. I select to construct it, and it just.. doesn't build it. Module details follow: //------------------------------------------------------------------------ SBMOD 60 MissionaryCenter //------------------------------------------------------------------------ Name "Missionary Center" Model
Bah, like Europe will ever have a starfleet. :P 'Union Star Ship' makes sense in the scheme of the game, though. Technically 'Alliance Star Ship' would make the most sense, but it would have a very unfortunate acronym.
Well, poop. Finished up the day's work in making the XenoReligion mod pack.. and look what happens? I can't actually upload it. Ah well, it's on the newsgroup anyway...
From what it appears, any of the .tech files will cause the game to crash. I suspect it's some sort of confusion within the scripting language, though I can't be sure, of course.
Was working on a pack of modes today and discovered something nasty. Do NOT use a '-' within the names of any technological advance or the game will crash! Took me forever to realize that that was my problem... gah!
Actually, when looking at 'artificial planets' tech, I was kinda hoping to send a constructor ship to /collapse/ a gas giant and maybe get a class 10 planet out of it. Also would like to see 'gas-mining' colonies or the like which are made with constructors.