nono333 wrote:Did you would make DLC to mod ? (package or kits) For example "Civil package" adding more civil stations, guns, augments..... And the "Packages" will be separated from the "Basic mod".
If you want I'm read to make Space Stations in a futur package
I'm probably not going to do extra packages to this mod, sorry.
Captain Trek wrote:I joined this forum back in February and figured it's high time I actually posted something. Specifically, my thoughts on this mod:
Overall, I like it a lot. Although it is inevitably more repetitive than a standard run due to the lack of things like sun and asteroid field encounters, I still feel it provides a nice twist on the usual formula and the game balance doesn't feel too bad overall. Could use more events, but you're making good progress on that front.
First of all, thanks for the informative letter.
To clear some things up now; the number of times you can wait isn't supposed to be randomised at all and if it is.. well... As far as I know, I set the fleet back about 65 jumps and it should always be that way. If it's not then that means problems.
Captain Trek wrote:...3: The only possible way to play the Crystal B is to keep restarting until you get a Flak I in the initial store. If this was intentional I'd consider it poor design and if it wasn't intentional, I'd have to question what the sam-hell you were thinking making a station's only offensive capability be Crystal Vengeance, because even if you were to mod the augment to make it proc. 100% of the time, that's still reducing your scrap income from early enemies down to almost nothing after you factor in repairs.
4: The Zoltan B is missing its Zoltan Shield for some reason. This doesn't seem like it's intentional, especially with its hideously under-powered initial weapons suite...
...4: The Rebel Station seems slightly OP. Could lose the mini-beam. Also, you really should put the Rebel Station back where it was. It made sense for it to be where the Red-Tail used to be and it doesn't make any sense for the pirate stations to be split up.
I haven't tried all the stations through yet, so yeah, everything's not quite ready. It's good that you noticed those things though. Expect some balancing in the next update.
I moved the Rebel station because there's going to be a type B for it. I intend to remove the Pirate station A, when R4V3-0N finishes the type B Rebel station.
Captain Trek wrote:...12: How on Earth do you build a system out of relevant augments? I've never been able to get it to work.
You need two augments, for most systems the first part is the "System Parts" augment, the second varies depending on the system. And you need an empty beacon to build anything, similar to CE.
You can check the code in events_fuel.xml if something remained unclear.
EDIT: Just a question to everyone, any suggestions for the Asteroid station, should it keep the ASB augment, that could be activated before battle or the ASB-like drone?