This mod is no longer actively supported and may not function on the latest version of the game. It has been replaced with my new mega mod: 5X - The Ultimate Balance Mod, which you can get here:
https://steamcommunity.com/sharedfiles/filedetails/?id=797954504
http://www.nexusmods.com/masteroforionconquerthestars/mods/6/?
Original Post:
I have a new mod for you! https://dl.dropboxusercontent.com/u/32174515/Galaxy%20Setup%20Mod%20v1.0.zip
Instructions: Move the yaml files to your GalaxyGenerationTables folder inside the GameplayData folder. Move the .csv file to the Frontend folder located at streamingassets/localization/Frontend. Make sure to back up your existing Frontend.csv file!
This mod adds new options for setting up a new game. I recommend that you play this with my tech tree mod installed too, but it is not strictly necessary. Changes:
- You can now play with 8 players total on any size/type of galaxy. Note: this may create unbalanced conditions if you play a game in a cluster galaxy with more players than there are clusters (2 people will share a cluster). Try it out with a small circle!
- You now start with colony base on your home world. This is meant for compatibility with my tech tree mod where the capitol gives no food bonus and the colony base is buildable and scrappable.
- You now start with gravity generators on your home world. This long overdue change means you need not worry about having to pick the high gravity trait any time you want a huge ultra rich home world! In my tech tree mod, the gravity generator has 0 maintenance cost to accommodate thi.
- On post warp, you start with a civil transport in your fleet, and on advanced, you start with two civil transports. The post warp change will only take effect if you have my tech tree mod installed.
- Fixed a bug where certain AI players didn't start with any combat ships on post warp or advanced. Everyone now gets the same starting fleet as I hope was always intended.
- Created a new starting age called Hyper Advanced. If you choose this option, you will start the game with the entire tech tree researched. Your fleet will consist of 5 advanced colony ships, 5 civil transports, 2 space factories, 3 scouts, 3 frigates, 2 destroyers, 1 cruiser, and 1 battleship. In addition to the post-warp starting buildings, your home world comes with a star fortress, marine barracks, automated factory, neutron collider, robo miners, deep core mine, core waste dump, hydroponic farm, colonial revenue services, galactic currency exchange, space academy, core waste dump, global dna scanner, spy center, espionage training facility, space port, and gravity generators. You start with 10 population and 15000 BC. You may want to specify your opponents so you don't end up against the Psilons who have no race advantages on this setting or turn off race traits entirely. You will definitely want to turn off technological and economic victory and pirates for this one.
- Created a new starting age called Rush. If you choose this option, you will start the game with deep space exploration (colony base & civil transport), electronics (deep scanner), biology, and advanced fusion (fusion drive). Your fleet will consist of 9 colony ships, 3 civil transports, 3 scouts, and 2 space factories: all noncombat ships. In addition to the post-warp starting buildings, your home world starts with an automated factory, research lab, hydroponic farm, and battlestation (for the command points). Rush to get your 10 colonies established!
Since the devs are taking so long with the next patch, I wanted to give you all something to have fun with in the mean time. Eventually this will be incorporated into my composite mod after the next patch (still taking suggestions for the name btw!). I may want to also add other galaxy ages and more starting ages to choose from. Let me know if you have any ideas for this mod, and let me know what you think of my changes.
Be sure to check out my other mods to:
Edited by Spud_Dastardly, 12 November 2016 - 11:11 AM.