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View Code? Open in Web Editor NEWSort of Balanceish Mod - A customized version of Captain Kwok's Balance Mod that addresses some of my pet peeves with the mod.
Home Page: http://edkolis.com/sobmod
Sort of Balanceish Mod - A customized version of Captain Kwok's Balance Mod that addresses some of my pet peeves with the mod.
Home Page: http://edkolis.com/sobmod
So instead of researching Organic Technology, you’d research Armor and get organic armor in conjunction with the regular armor.
Could use some dummy cultural achievements to explain what needs to be researched for each racial tech…
This will prevent them from flinging enemy ships across the map.
That is, they would provide standard movement not bonus movement, and not be limited to one per ship.
They are rather weak for a high tier tech - they need some sort of buff, or maybe just move them down to military science 2?
Larger ships can mount so many engines it's ridiculous the amount of clicking you have to do. We should scale up engines and reduce the number of engines that ships can mount.
Stock SE4 did things well IMO - there were only a few levels of each tech, but they were large - they cost a lot (usually) but gave large benefits. Stock SE5 on the other hand was the other extreme - tech levels were cheap and gave small benefits. BM did something in between but I don't like the levels are so small in terms of benefits.
Step 1: Adjust tech cost formulas - use SE4 style quadratic formula for high tech cost, and square root progression for low cost.
Step 2: Increase benefits from each level-up
Step 3?: Condense levels that don't unlock anything new and just level up existing stuff.
Inspired by Dark Nova 🙂 To keep all hulls useful throughout the game, Don’t need to be weapon mounts, could be for any components - maybe frigates get a sensor mount hat makes sensors smaller and cheaper?
Right now large mounts don’t even increase the size of a weapon, which seems silly to me. Plus when you unlock heavy mounts, they’re useless compared to large mounts because the large mounts have been leveled up quite a bit. And big ships can mount ridiculous numbers of weapons even with a massive mount, which gets clicky.
Might as well reduce it to one level, or give the higher level ones something special… Maybe make them bigger at low levels so you need a larger ship to install them on?
So you can specify exactly what project you want to run!
So your shields don’t get disabled because you forgot to add a token supply storage. I think satellites already do this so why not bases?
Say, reduce the beam speed a bit? Or convert it to skinny pulse?
What it says on the tin 🙂
You can add a lot of them on a larger ship and it gets ridiculous.
So they show up properly on various screens
Facilities could be mostly organics, weapons could be mostly radioactives…
For instance, one unique tech might give you organic armor...
And if you have both, you get an uber version, like in Dark Nova!
This is what the description says but the restriction isn't actually there.
For instance, instead of phased energy weapons requiring physics, they might instead require moderate levels of energy stream weapons. Theoretical techs that don't do anything are boring!
Such as Colonization, Xenoarchaeology, and Weapon Mounts. Racial theoretical techs too if they still exist…
For instance, "Recruit (0-999)" or whatever
For the non-native colony modules. Maybe call it an ark?
Dreadnoughts and baseships, I'm looking at you! maybe we need a fourth tier of transport hull?
Small units bloat turn processing times and crash games! We can still maintain fighter specific weapons that do less damage but fire insanely fast... Let's also scale up fighter bays and of course scale down militias!
Not sure what they would do... they can't affect seeker HP, that's for sure!
They completely obsolete CSM’s for the most part; maybe if I reduced their range and increased their damage, there might be a better choice?
They still block a 6 hex radius even though systems are smaller
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