Locarnus -> RE: Who's Working on Which Mods? (5/27/2014 4:22:36 PM)
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I m working on an extended tech tree mod, which will overall try to keep the vanilla balance using levels 4 and 6, for easier merging with mods using the base game tech tree. It will be compatible with the standard race designs and thus with mods based on them. The research point progression will be different, currently you can either play with high reseach costs which cripples the AI in the beginning, or you can play with normal research costs, which leads to reaching the end of the tech tree in longer games. Its other main feature will be more meaningfull ship redesigns. Most smaller research updates will affect existing components, rather than needlessly splitting eg "Thrust Vector" and "Multivector" in 2 components although there is no other choice for the player. edit: project cancelled - cant edit component types (eg phaser characteristics), lets you only play around in existing categories with the base values - and in order to add a row of projects (eg between beam weapons and ion weapons to add new beam weapons) you have to change the values of all! other projects within the weapons category below the intended new row, - but the projects of the weapons category are intermixed with the projects of the other categories (industry, energy) in the same file for no reason... edit: project reopened, but way smaller, primary objective is, to make the research file moddable (not only in theory), and rebalance the tech tree, while keeping close to the vanilla game.
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