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Author Topic: Spore Mods!  (Read 63739 times)
karthikthepro
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Re: Spore Mods!
« Reply #25 on: 2008 October 01, 11:46:34 »
THANKS THIS IS GREAT

Adding one more mod, people might think this as a cheat mod though. Reduces the recharge rate of all Archetype powers in Space Stage to 10 Second. Also removes the Relationship score damage when using Zealot or Scientist super powers. Tested with Spore version 1.1.0.358.

Please report if any problem occurs.

Enjoy,

ETA: If you have downloaded the SuperPowers.package, please rename it, prefixing an a to the name. So the mod will be loaded before the main game package will be loaded.

Regards,
Karthik

* SuperPowers.package (11.63 KB - downloaded 5656 times.)
* aSuperPowers.package (11.63 KB - downloaded 574 times.)
« Last Edit: 2008 October 06, 21:46:50 by karthikthepro » Logged

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MidnightVoyager
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Re: Spore Mods!
« Reply #26 on: 2008 October 01, 17:37:22 »
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http://www.xspore.com/community/modding/10364-release-facepunch-spore-mods-megathread.html
More mods!
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Gus Smedstad
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Re: Spore Mods!
« Reply #27 on: 2008 October 01, 17:53:04 »
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Maybe I'm thread-crapping here, but looking over that link, there wasn't a single mod I wanted to install, ever.  The problem is that every single one of them makes the game easier.  I don't need easier at this point.  I want mods that make the game harder, rather like Pescado's No $20K Handout mod.

For example, it'd be nice if terraforming the hot / cold planets was tougher.  As it stands, I only really care about spice color.  Who cares if the Purple planet is a hellhole with a surface temperature that would melt lead?  I'll dump an ice storm on it, maybe two at most, and then it's just like every T1 in a Green orbit.  $240K in income a minute, here I come!

Of course, a real fix for that would involve a re-design.  Like, put limits on what the terraforming tools can do, and unlock more advanced tools with higher badges.  So instead of the redundant diagonal tools, say that Ice Storms can only cool down planets one level, and you need an advanced tools to cool down 2 or 3 levels.

I'd probably dump the "free" tools that only cost energy entirely.

 - Gus
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Zazazu
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Re: Spore Mods!
« Reply #28 on: 2008 October 01, 18:40:23 »
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I'd like something to make empires consist of a higher ratio of T2s and T3s. T1s and T0s are a joke, even with the mini-nothing bomb. With the mega bomb I'm in and out in 5 seconds.

Sculptist's Dream looks good. I hate sitting there waiting for tools to recharge.
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Gus Smedstad
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Re: Spore Mods!
« Reply #29 on: 2008 October 01, 19:15:45 »
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That's true, the AI is remarkably stupid about empire building.  It appears to just mark something as "colonized" without terraforming it in any way.  So they end up with loads of red / blue orbit planets that are T0's and produce nothing.

Sometimes they don't even colonize the best planet in a system.

 - Gus
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J. M. Pescado
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Re: Spore Mods!
« Reply #30 on: 2008 October 02, 01:30:06 »
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They will terraform the planet slowly over time. I've seen them set up shop on a T0 and have it turn into a T2. I've also seen them crash their ecology and turn a T3 into a T0. Tongue
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Marvin Kosh
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Re: Spore Mods!
« Reply #31 on: 2008 October 02, 11:15:51 »
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They will terraform the planet slowly over time. I've seen them set up shop on a T0 and have it turn into a T2. I've also seen them crash their ecology and turn a T3 into a T0. Tongue

And all the while, they whine at you to do something about it.  It would be interesting to find out whether these ecology collapses start happening when you begin an alliance with them, or they happen randomly to any empire while the game is running.
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J. M. Pescado
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Re: Spore Mods!
« Reply #32 on: 2008 October 02, 11:22:09 »
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They seem to happen to everyone, but if you aren't allied, they don't expect you to help. This is why the AI tends to wind up with an empire of T0s: The ecology on all his planets collapses and he's too dumb to do anything about it despite having bajillions of ships that you don't. I don't even see why they bother to ask YOU to defend their planets, honestly, considering that anytime I arrive, there are like 80 ships there and my presence is totally superfluous.
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Re: Spore Mods!
« Reply #33 on: 2008 October 02, 14:57:10 »
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Because their ships don't do a dang thing. Just like when they cry that so-and-so is attacking them. They seem to always lose if you don't defend them (and I don't...in the games where I'm allying with people, I'm allying with everyone, so the attacker is also an ally).

I like the ally eco disasters until I have the badges I want. Keeps them happy and gets me my shinies faster.
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J. M. Pescado
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Re: Spore Mods!
« Reply #34 on: 2008 October 02, 15:23:04 »
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I've never really seen them lose in a fight specifically because I didn't intervene. There are only a few fights where my intervention makes or breaks the deal, and many more where my intervention appears to be entirely counterproductive, as forcing the combat abstraction into the concrete results in them losing faster regardless of what I do.
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Gus Smedstad
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Re: Spore Mods!
« Reply #35 on: 2008 October 02, 16:11:50 »
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I've seen it a couple of times now, but only because it was a weak empire being mashed by a bigger one, and I was pretty powerful.  Despite the tendency to sneer at your tag-alongs, if you've got 3-4 really strong ones they do add a lot of firepower.  The enemy typically comes in groups very like yours: one central strong ship armed with missiles and bombs, and 4 small escorts armed with beams.  When I'm by myself, I have to do some kiting to deal with the escorts one at a time.  If I've got a strong escort of my own, the enemy escorts are generally dead before I have a chance to target more than one. 

If you keep your fleet repaired, it's not hard to defeat an invading fleet without much assistance from the natives.  AoE repairs are very cheap.  The main thing is having escorts that are strong enough to survive 1-2 encounters before you need to repair them.

 - Gus
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Zazazu
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Re: Spore Mods!
« Reply #36 on: 2008 October 02, 16:34:38 »
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I've never really seen them lose in a fight specifically because I didn't intervene. There are only a few fights where my intervention makes or breaks the deal, and many more where my intervention appears to be entirely counterproductive, as forcing the combat abstraction into the concrete results in them losing faster regardless of what I do.
For some reason the empires I meet are either huge conglomerates of more than 10 systems or tiny nothings of 3 systems. I've watched empires be swallowed from the sidelines.
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karthikthepro
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Re: Spore Mods!
« Reply #37 on: 2008 October 09, 20:32:23 »
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Another mod for removing the restriction on travel range when getting nearer to galactic core. This fools the game into thinking, there is no set definition for galactic core start boundary. Tested with Spore version 1.1.0.338.

Should make it easier for all of you wanting to enter the core without getting killed by the Grox.

Regards,
Karthik

* nogalcenlimit.package (0.44 KB - downloaded 13022 times.)
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From darkness, lead me to light;
From death, lead me to immortality
Aum peace, peace, peace.
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J. M. Pescado
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Re: Spore Mods!
« Reply #38 on: 2008 October 14, 13:03:44 »
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I've seen it a couple of times now, but only because it was a weak empire being mashed by a bigger one, and I was pretty powerful.  Despite the tendency to sneer at your tag-alongs, if you've got 3-4 really strong ones they do add a lot of firepower.  The enemy typically comes in groups very like yours: one central strong ship armed with missiles and bombs, and 4 small escorts armed with beams.  When I'm by myself, I have to do some kiting to deal with the escorts one at a time.
Here's a cool thing I discovered: The Pulse weapons CAN be fired at enemy ships. While their range is terrible and their accuracy is worse, the Megapulse does 450 damage a hit, easily enough to toast many escorts in one or two shots. The drawback being that you have to let them swarm you, but they won't get off many shots before you incinerate them, as their shark-circle range is within point-blank shot range for the pulse. When you consider that the Megamissile does a mere 120 damage and costs a hell of a lot more, 450 a pulse shot + AOE is a bargain! I use it as my main ship-to-ship weapon now, it is reminiscent of the Fusion Cannon on the Ur-Quan I'm flying around in.
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Re: Spore Mods!
« Reply #39 on: 2008 October 14, 14:24:30 »
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I originally used pulse weapons on turrets and discovered their virtues against ships because I fail at weapon switching. Same thing with megabombs.
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J. M. Pescado
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Re: Spore Mods!
« Reply #40 on: 2008 October 14, 18:24:16 »
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Megabombs will one-shot practically any ship in the game, but it's nearly impossible to actually hit anyone with one except by accident, since it cannot be aimed at ships specifically, which the pulse can be.
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jsalemi
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Re: Spore Mods!
« Reply #41 on: 2008 October 14, 18:31:56 »
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I discovered that by accident recently, too -- I like the pulse cannon for taking out turrets, as one or two shots do the trick.  I was attacking a city with the plus when one of the planet-side defenders came by, and I forgot to switch to a different weapon.  Between my allies and the pulse, he was gone in no time.

I've since used it a lot against slow moving targets too, like bombers and the Grox.
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Re: Spore Mods!
« Reply #42 on: 2008 October 14, 18:34:12 »
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I think the Mega Laser is still better for picking off fleeing ships and those bombers. They tend to be running away from you so the pulse often misses.

Yeah, I was attacking a city when a defense ship (one of the tough ones with 900+ hp) flew up. I forgot to switch weapons and ended up blasting it with the pulse.
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jsalemi
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Re: Spore Mods!
« Reply #43 on: 2008 October 14, 18:45:27 »
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I usually go after the attacking ships, coming up from behind and getting right on top of them before firing.  My allies take care of the escort while I take out the bomber.  Fun, fun, fun! Smiley
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grig
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Re: Spore Mods!
« Reply #44 on: 2008 October 19, 09:37:09 »
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Space is the all around best part of the game - except, unlike the other stages, it gets dull quick because the best part gets repetitive. I'm glad the EP will expand on that - making the ending more 'expansive' so that you can do more with your ship.
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J. M. Pescado
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Re: Spore Mods!
« Reply #45 on: 2008 October 19, 10:21:24 »
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I discovered that by accident recently, too -- I like the pulse cannon for taking out turrets, as one or two shots do the trick.  I was attacking a city with the plus when one of the planet-side defenders came by, and I forgot to switch to a different weapon.  Between my allies and the pulse, he was gone in no time.
Unless you have a mission to do so, there is no reason why you would ever want to destroy your own turrets! Why are you doing that? Each destroyed turret costs you $16K and does nothing to help you invade the planet.
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grig
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Re: Spore Mods!
« Reply #46 on: 2008 October 19, 23:53:24 »
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Maybe he just really hates himself...
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jsalemi
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Re: Spore Mods!
« Reply #47 on: 2008 October 20, 01:30:26 »
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Unless you have a mission to do so, there is no reason why you would ever want to destroy your own turrets! Why are you doing that? Each destroyed turret costs you $16K and does nothing to help you invade the planet.

I don't take out the turrets if I'm going to enslave the planet, but most of the time I wipe out the single-colony worlds when I'm ridding the galaxy of an annoying empire, so it doesn't matter if I wipe out the turrets first.  The only time I don't is if they're a pink or purple spice planet, but the one-colony ones are rarely better than gold.
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J. M. Pescado
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Re: Spore Mods!
« Reply #48 on: 2008 October 20, 01:36:38 »
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Wiping out the turrets has no useful effect on taking out the colony, though. Bombs wasted on turrets are not hitting the colony itself. Bombs are not exactly high-precision instruments, anyway, and if you have the GOOD bombs, wimpy lesser colonies can be neutralized in a single megabomb, anyway. The turrets are much more difficult to destroy and attacking them is a waste of time.
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Re: Spore Mods!
« Reply #49 on: 2008 October 20, 01:49:17 »
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I don't attack the turrets with bombs; I use the pulse cannon.  One or two shots takes an annoying turret out, and then a megabomb or two mops up.
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