Locarnus -> RE: [DWU] Balance Mod (extended TechTree) [WIP] (6/9/2014 2:12:02 PM)
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@PWOFalcon: 1) At the moment there is not much you can doo with the facilities.txt besides changing the values of existing stuff and copy pasting existing stuff. Dwaine (who made a facilities mod) also complains about this in his mod thread. I asked for some changes last week, to make it more moddable/usefull, but didnt get an answer so far. 2) After all the bugs/limitations I encountered so far with regards to modding, I keep this in mind for the future, but I m reluctant to do that before modding is take more seriously by the devs. 3) I try to keep this mod compatible with other mods (eg StarTrek) and leave the racial balancing to them. 4) There is currently no way of interdependency between tech and gov. Very unfortunate, it is a great idea. Eg you could improve the gov effects over time (Way of Ancients/Darkness is just so OP). But I doubt they will allow us to mod this, I cant even make new weapon types or change the values of existing ones (eg the 10% accuracy bonus of phasers or the characteristics of railguns). 5) I like that idea a lot, unfortunately as with 4) I can only change some existing values, modders cant introduce new relationships. @Unforeseen: Aside from the level 0 and 1 countermeasures/targeting and medical research projects mistakes Ardryn mentioned, I m not aware of problems so far. That said, I can only test so much in a given time. I havent really played the last version with high research cost settings so I m not sure about the dynamics, especially in regards to colonization. Also be aware that after starting a game you can edit some values of the research.txt (eg weapons get more damage) and it is updated when you reload, but other stuff like research paths only affect new games. So it is a risk, if you really set out for an epic game. @Sithuk: I m not setting out to massively alter the stuff. It should be noticeable but not gamebreaking. I guess it is as much an immersion type of thing as it is a gameplay one. At the moment the racial choices of research priorities (beam vs railgun) seems arbitrary. With those changes you can see a connection and if you play the race yourself it might even get clearer. Now it does not make a difference which race you play for the weapon type you choose (except if they have racials). The AI should not have too many problems, if their templates match the race and take the proposed changes into account. @Ardryn: Feedback and bug reports are very welcome and much needed to develope this mod, thank you. @Hawkeye_BF: You are welcome ;-).
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