MOD: Planet Defenses/Weapons Rebalance. V 1.2
Re: MOD: Planet Defenses/Weapons Rebalance. V 1.0
Looks like my MOD initiated sort of tornado
Happy with that (especially with mod support folder)
- SirDamnALot
- Posts: 228
- Joined: Thu Mar 10, 2016 5:10 pm
- Location: Germany
Re: MOD: Planet Defenses/Weapons Rebalance. V 1.0
Just watching from the sidelines, I must say I find the tech talk very interesting
Stixon,
as I understand you, you can add aditional hardpoints for every defense grid level, but not alter previous hardpoints. Correct?
Can you define how many "guns" a hardpoint has? Maybe you can finetune the firepower this way.
E.g. make more hardpoints with few spaces each for each defense increment.
Stixon,
as I understand you, you can add aditional hardpoints for every defense grid level, but not alter previous hardpoints. Correct?
Can you define how many "guns" a hardpoint has? Maybe you can finetune the firepower this way.
E.g. make more hardpoints with few spaces each for each defense increment.
Re: MOD: Planet Defenses/Weapons Rebalance. V 1.0
Right now I made planetary defenses look like more of a battlecruiser: 2 x6 light weapons slots, 2 x6 Planetary slots, 1 system 44 and 1 system 22 slot, 2 x6 missiles and 2 x6 Berths. and changed Planetary hardpoints to mount only Heavy, Seige and missiles. Also added LR Mods for ALL heavy weapons (beams included). A bit of testing and will update the release.SirDamnALot wrote: Stixon,
as I understand you, you can add aditional hardpoints for every defense grid level, but not alter previous hardpoints. Correct?
Can you define how many "guns" a hardpoint has? Maybe you can finetune the firepower this way.
E.g. make more hardpoints with few spaces each for each defense increment.
Ps. Every new layer of defence (2nd and 3d) will have the same hardpoints + 1(+2) extra x6 Planetary slot.