MOD: Planet Defenses/Weapons Rebalance. V 1.2

A place for discussion of making game modifications.
stixon
Posts: 6
Joined: Thu Feb 16, 2017 9:11 am

Re: MOD: Planet Defenses/Weapons Rebalance. V 1.0

Postby stixon » Wed Mar 15, 2017 7:15 am

:D :D :D :D :D
Looks like my MOD initiated sort of tornado
Happy with that (especially with mod support folder)
:o

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SirDamnALot
Posts: 228
Joined: Thu Mar 10, 2016 5:10 pm
Location: Germany

Re: MOD: Planet Defenses/Weapons Rebalance. V 1.0

Postby SirDamnALot » Wed Mar 15, 2017 7:52 pm

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
Posts: 6
Joined: Thu Feb 16, 2017 9:11 am

Re: MOD: Planet Defenses/Weapons Rebalance. V 1.0

Postby stixon » Wed Mar 15, 2017 8:40 pm

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.


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.
Ps. Every new layer of defence (2nd and 3d) will have the same hardpoints + 1(+2) extra x6 Planetary slot.


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