Loki421 wrote:EDIT: OMG I GOT IT WORKING FINALLY. THANKS!
That great! what was the issue? Just in case someone else has the same problem.
Loki421 wrote:EDIT: OMG I GOT IT WORKING FINALLY. THANKS!
epeli wrote:DrkTemplar wrote:epeli wrote:However, there is a problem with this mod... the static ships make the beginning rather hard and late game (maxed ship with good crew/equipment) trivial. Really hope you find a workaround for that, this mod could be incredible if you can find a way to keep gameplay challenging and interesting even when the player already has an ideal ship.
This is the factor that will make or break the mod, imo. I will continue to try and balance the ships as people provide feedback. Let me know which ships were too easy, or too hard, and why.
I think you've done a pretty good job regarding overall balance. It's just that since you have infinite time and enemies to build your ship, it will end up being insanely strong. For example, my favorite equipment setup for 4 weapon ships is 4x Burst Laser II + Automated Re-Loader + Stealth Weapons + Weapon Pre-Igniter. Getting the stuff takes a while, but it destroys every single enemy ship in the current game without any risk.
If you want to add harder things - consider hacking events (especially against weapons/multiple systems) and enemy ships with higher survivability. Would it be possible to create a quest where you encounter a lone rebel flagship? At least a simple phase 1 fight?
The crew-based new sector extras are a very nice touch, even if the event gets a bit repetitive when you just check shops and blitz through sectors. But I guess there is no way to implement multiple different new sector events in this mod.
And oh, is there a difference between the rockman/crystal hull repair options?
Pyrrha wrote:edit also notice the zoltan ships dont have the super sheild after first sector
DrkTemplar wrote:Loki421 wrote:EDIT: OMG I GOT IT WORKING FINALLY. THANKS!
That great! what was the issue? Just in case someone else has the same problem.
Pyrrha wrote:zoltan ships dont have the super sheild after first sector
Mj64 wrote:With the rebel attacking fuel outpost being killed and the 'The pompous bastards expected free service FOR DEFEATING THE FEDERATION' line, this produce a plot hole. Here's a rebel reference you missed, hope this helps.
DrkTemplar wrote:Mj64 wrote:With the rebel attacking fuel outpost being killed and the 'The pompous bastards expected free service FOR DEFEATING THE FEDERATION' line, this produce a plot hole. Here's a rebel reference you missed, hope this helps.
Thank you, fixed for next version.
DrkTemplar wrote:Pyrrha wrote:zoltan ships dont have the super sheild after first sector
There was one variant that didn't have the augmentation. Now they do. Please let me know if you continue to see this issue. Thanks
If any other modders knows why Zoltan ships wouldn't have the augmentation when it's defined in autoBlueprints, please let me know.
Zaffre wrote:Actually there's quite a lot of plot holes. I've come across a lot of events like "A Federation military ship stranded" and several rebel ones. I would also like a scaling ship mechanism though it may be hard. It seems frustratingly hard at the beginning because of the two shield layers enemies have but if you use the Crystal ship and get another crystal weapon you've pretty much won.
A unique crew option for the Crystal crew would be cool too. Maybe he creates shards of crystal for use as missiles, or creates some and breaks them down for use as fuel?
Just my thoughts. I am enjoying the mod tremendously though.