[Edited for 2.14 5/12/17]
I hate exploits and love flavor. I don't like how stacking defenses on Escorts and weapons on Capitals works the battle system. I also don't like how the stacking of % reductions to weapon cooldowns ends up boosting missiles' rate of fire by 1900% with the right techs/parts.
I've altered the XMLs in the hopes of making it significantly less exploitable.
Vanilla ship leveling is boring. I changed that, too.
The Mod is in the external link above. Copy the Game file to Documents/My Games/ GC3Crusade and enable mods in your game options to add this.
With this mod:
not sure TechDefs.XML changes affect the game at all any more - anything you have to change would have to affect MasterTechDefs.XLM. And with all the bugs in the tech tree that XML file would have to be changed with every patch. Not sure if any of the other XML files work differently for Crusade but they change the ShipComponentDefs.XML file fairly often as well.
Thank you for catching that. You're very right. It's only 2 lines of code I've modded there so far, so it's easy to keep up.
FIXED. And plus Karma. (Or not. Sorry, the site is feeding me an error whenever I click the thumbs-up.)
Updated for latest opt-in.
Removed Tech Age tweak from the Linked Mod folder.
Supplemental Mods with links:
Incorporated changes in today's update to modded files, fixed supplemental mod in above post for making all minor factions major factions (credit to Horem for pointing out where I'd messed up on that one).
Could you elaborate on how the ship roles have been altered. What the primary targets of the roles are now with your mod?
Thanks
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