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Mithyk's Mod Mix

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  • Mithyk's Mod Mix

    Finally bored of testing my mod myself: check it out send me some feedback if you have it. Thanks in advance for responses.

    Get it at:



    And select MithyksModmix from the list.

    Details:

    DevelopmentPlans.txt
    Corrected Planetary Defense and infrastructure lines

    Governmodifiers.txt
    Changed GovChange modifiers to triple the unrest modifiers for a government change. This allows players to change within their government series with some serious unrest, but makes changes outside the series the probable source of a civil war. When your HFofGov gets completely out of hand, this tool is available, but better use it sparingly.
    Changed difficulty settings, giving greater advantage to the AI
    Added MilSpFlr +=20 and MilSpCap +=20 to the diffuculty levels - hopefully changing the min and max the AIs planets will be spending on ships. Will this effect the size of projects they engage in?

    MilitaryAI.txt
    Used Colin the Greys Mod
    Removed SR taskforce option for the AI

    Racemodifiers.txt
    Added Aptitude back into the racepicks
    Adjusted cunning to give spies more life

    Randomevents.txt
    Multiplied the effect of HFOG events by 2, so that they now have a real effect on the flow of the game

    SpyBuilding.txt
    Raised queue for building spies from 4 to 12
    Reduced base time to produce spies from 3 turns to 1 turn
    Reduced base cost of spies from 100 to 30 and Increased cost of spies in the field (since the cost of spies is applied immdeiately when selected and I tripled the queue, I cut the recruitment cost to 1/3 and tripled the cost of using the spies after they're built)
    Increased reserve spies per oppressometer point from 5 to 8 (since spybuild times have been reduced about 30%-50%, adds about 50% to defensive spies as well)


    SpyMissions.txt
    Added several spy missions including a diplomatic (improve CB) and moved all destroy building strikes to the military circle.

    StarLane.txt
    Reduced the offroad multiplier from 20 to 5 - it now takes 8 times as long to travel offroad as it does the starlanes

    StartShips.txt
    Removed the Troop Transport design, seems to stop the massive Transport buildup when I remove this cheap transport
    Added a starting orbital to give the AI some defense against a player rush in the early game - would rather add a missile or beam base if I can figure out how

    Techtables.txt
    Slowed down all research.
    Doubled the effect of all HfogGovt unrest modifiers
    Used Modified tech descriptions Mod
    Altered Monuments, Media Outlets, Academies, and Capitals to reduce unrest and (for some) reduce HFofGov

    TaskForceRules.txt
    Cut ship speed for If and Carrier ships to 33% - should result in more powerful AI ships

    Unrest.txt
    Use of Colin Grey's
    Increased Planetary Spending Level
    Reversed original Reserve Size so that the AI will not maintain a large reserve during a Holy War but will during peace

    Includes the spyops mod
    MidnitePiper/Mithyk
    Station Prime: a MoOIII Strategy Site - http://www.mithyk.com/stationprime
    Moo3Mods.Com: Your Central Mod Vault - http://www.moo3mods.com/

  • #2
    I try to install it,..
    Are you sure about the default directories you have it set to ??

    Comment


    • #3
      Adding and removing mods is easy. The Spreadsheets folder should be placed in:

      \Master of Orion 3\GameDataSets\Classic_01\GameData\Common

      and the wStrings folder should be places in:

      \Master of Orion 3\GameDataSets\Classic_01\GameData\English

      Hope that helps.
      MidnitePiper/Mithyk
      Station Prime: a MoOIII Strategy Site - http://www.mithyk.com/stationprime
      Moo3Mods.Com: Your Central Mod Vault - http://www.moo3mods.com/

      Comment


      • #4
        Yes that did help.. thanks

        I do like the "Starlane" travel change.
        It helps to literally "speed" things along !!

        Comment

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