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Modding Obliterators - removing them

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6 years ago
Nov 21, 2018, 10:11:56 AM

Hello, as the title suggests, how to remove Obliterators from game ?


I found the Sandbox mod in the workshop that lets you start with anti-obliterator shields in every system you colonize, it has to be a custom faction and I didnt try it to see if it works, but I dont know if this makes the AI forget about Obliterators or if it will only build them even if useless.


I have thought about 1000 times cost increases (as long as the AI wont stockpile to try do them), simply remove them from AI priorities or somehow alter the tech tree/prioroties.

 

I am a completely noob making mods , cam someone help ?


I know that if I disable the Supremacy expansion Obliterators (along with Hissho, other Behemoths and stuff) will go away, but that is not what I want.


Thanks a lot 

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6 years ago
Nov 21, 2018, 2:12:54 PM

Hi,


You could simply remove the technology that unlocks them.

  • Search for the file "ConstructibleElement_Science[QuadrantMilitary_DLC2].xml" in the Public/Simulation folder of the game
  • In this file, look for "TechnologyDefinitionMilitaryJuggernaut3"
  • Inside this element, above the other prerequisites, add this line "<PathPrerequisite Flags="Prerequisite,Disable">false</PathPrerequisite>"

I haven't tested it but this should make the tech disappear from the tech tree and prevent the AI (and players) from researching it.


Alternatively, we're looking into adding an official setting to disable super-weapons :). Look out for the next G2G balance mod iteration.


Best,

Updated 6 years ago.
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