sven wrote:um, it's not a mod i'd suggest trying yourself unless you're quite fluent with lua though -- hacking this capability into the current datastructures would be a delicate job.
yeah, if nothing else, the time I would need to properly do it goes beyond what my schedule allows ... and I rather not mention my lua skill set
sven wrote:player-modifiable hardpoint types is an even harder one -- as that would really require rethinking big chunks of the ship designer UI
it would all come down how far you want to go ... I was more into changing the hardpoint to have higher multiplier, i.e. system[10] upgraded to system[20] ... so, for example shields would be double in that slot ... I have my way around it, I added bunch of miniaturization technologies and I use num_mult to do that, or I have mk.2 very late game tech for aegis that has higher space_mult ... it just would be much easier if I can do hardpoint upgrades ... it would give more option haw to approach this
sven wrote:another -- possibly confusing change we could imagine would be to expand the types of weapons that a player can put in a certain hardpoint type with a tech unlock -- so, for example, unlock the ability to put torpedoes in heavy mounts. or, similarly, gate the current ability to put missiles in medium mounts behind a tech unlock. i don't think i like this one: it would probably just confuse players. but, techs with that kind of side-effect are certainly *possible*.
something like this ... I can hard code for torpedoes to fit heavy slots, but then any race can use it right from turn 1 ... or, if there is code for it, I can put it together (for orthin, for example), that when they somehow reverse engineer torpedo tech, they can research ability to put torpedoes to heavy slots
also, I just reverse engineered tinker's forge ... it would be so nice to be able to research option to have it built-in the same way tinker's have it ... I mean I can go and edit each of my ship designs manually and make sure to delete it, when I am done playing this race ... and it is function over form ... but it would be so nice if there is provision in the code to allow adding/modifying hardpoints and then we can mod it as we want ... yes it can give some broken options if modder is not carefull ...
there is other stuff that can be built-in and hidden under unlockable tech, marine quarters, extra munition, lane amplifiers ... I know that can lead to overpowered ships, and the way it is now, you control how many systems/weapons you can put into ship ... but having all these options there for modding would be so great
How did YOU get a key? All right, go in.