xXAequitasXx xXAequitasXx

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

Single-Player Overhaul for Sins of a Solar Empire

A Single-Player Overhaul for

Sins of a Solar Empire

V 1.5


Contents

Introduction 3

Installation: 4

Special Thanks 5

Single-Player Changes: 6

More Impressive Firefights. 6

Ship Changes. 7

Capital Ship Balance. 7

Cruiser Tweaks. 7

Frigate Tweaks. 7

Fighter/Bomber Tweaks. 7

Defensive Changes. 7

General Gameplay Changes. 9

Diplomacy Tweaks. 9

Pirate Tweaks. 9

Planet Changes. 10

Changelog 13


15

Introduction

When I first started playing Sins of a Solar Empire, I did what most of you probably did, started off on a smaller map and played one or two easy AI to introduce myself to the game. My second time around on the single player, however, follows a trend that I’ve had whenever I’ve played strategy and 4X games; I cranked out a “Huge Random” map, threw in 10 AI, and set everything at its slowest.

Before I continue, let me reassert that I love Sins of a Solar Empire. However, there were some aspects of the game that simply did not work for me, especially on larger maps. The beauty of Sins, however, is that it allows a very large amount of editing, and furthermore has easy access for those of us (such as myself) who are not as talented at programming/modeling/etc. So I began to tinker at various settings, and this is the product of my experimentation: The Mars Effect.

The Mars Effect aims to do five things:

I. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.

II. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.

III. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds

IV. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs

V. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.


Installation:

Note: Until v1.3 of Sins of a Solar Empire comes out, the total size of this mod will be roughly 1.3GB, make sure you have that much space on your HDD before installing this mod!

Disclaimer: I am in no way, shape, or form responsible for any issue(s) that may arise from using this mod, and additionally anyone who has not read this readme will not receive any help from me, regardless of their issue. I will ignore any issues that have been covered in the readme.

  1. Unzip using either 7-Zip or WinRAR into your Mods folder
    1. For Vista users, it should be located at:
      C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
    2. For XP users, it should be located at:

C:\Documents and settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

  1. You should now have the folder “The Mars Effect” located within your “Mods” folder. Within “The Mars Effect”, you should have the following items:
    1. “GameInfo” folder
    2. “String” folder
    3. “The Mars Effect Mesh” folder
    4. “The Mars Effect Textures” folder
    5. “Window” folder
    6. The Mars Effect README.doc
  2. VERY IMPORTANT! Navigate to your Sins of a Solar Empire installation directory, and copy the entire “Textures” and “Mesh” folder and paste it into the “The Mars Effect” folder within your “Mods” folder. Close the Sins of a Solar Empire installation directory window.

Your “The Mars Effect” folder should now contain:

    1. “GameInfo” folder
    2. “Mesh” folder
    3. “String” folder
    4. “The Mars Effect Mesh” folder
    5. “The Mars Effect Textures” folder
    6. “Textures” folder
    7. “Window” folder
    8. The Mars Effect README.doc
  1. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Textures” folder and paste them into the “Textures” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Textures” folder.
  2. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Mesh” folder and paste them into the “Mesh” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Mesh” folder
  3. Start Sins of a Solar Empire.
  4. Select and enable the mod through the Sins of a Solar Empire Options menu (Options à Mods)
  5. Enjoy!
  6. Feel free to report any bugs/feedback to me on the official Sins of a Solar Empire forums under the handle: xXAequitasXx

Special Thanks

Many thanks go out to Ironclad for making such a wonderful game, and to Stardock for not only going beyond what a publisher will normally contribute, but also to their lasting commitment of putting the customer first.


A gargantuan “Thank You” to - Uzii - on the official forums for helping me work through a couple of bugs as well as allowing me to incorporate Sins Plus into my mod.


Everyone on the forums for their willingness to be my guinea—erm…mod testers.


Finally, to end this Oscar acceptance, I of course have to thank my fiancée, both for her patience and her love.


Single-Player Changes:

More Impressive Firefights


·

· Done via burstcount and burstdelay, etc. Damage untouched.

· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)

· Removed default to focus fire in attempt to liven up battles, with the idea being that each ship will now engage its proper target; hopefully will further liven up battles

Ship Changes

Capital Ship Balance

· 20% more HP to all capitals' starting HP, 20% increased HP per/level;

· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level

· Carriers start off with an additional squadron, gain more squadrons per/level

· Colony ships gain additional command points per/level

· Siege capships have a 50% siege damage increase

· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level

Cruiser Tweaks

· Carriers now have two squadrons, but 20% increased cost

Frigate Tweaks

· Illuminator tweaked to have 5000 range, 15% shorter cooldown

· Vasari assailant tweaked for longer (7000) range

· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers

Fighter/Bomber Tweaks

· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent

· Build time decreased by 50%

· Individual damage decreased by 15% for Advent

· Fighter HP reduced by 30%, Bomber HP reduced by 50%

Defensive Changes

· “Point defense” (anti-strike craft) platforms for all races

o Does damage equal to three banks of anti-frigate batteries (alternatively, 75% of the frigates total damage if all four banks were firing simultaneously), but with a 50% decrease in cool down times

o Increased turrets’ turn rate

o Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

o Range of 3000

· Introduced new prerequisite techs for the point defense platforms

o TEC: “Rapid Fire Weaponry”

o Vasari: “Improved Vector Missiles”

o Advent: “Anti-Fighter Lasers”

o Research cost set to 400/0/25

· Phase Inhibitor overhauled

o Phase inhibitor now covers entire gravity well

o Phase inhibitor has 30X increased effectiveness

o Phase inhibitor has 50% increased HP

o Phase inhibitor has 10X increased build time

· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75

· Defensive Hangars now host one additional fighter/bomber squadron per/platform

· TEC Planetary Shields module HP increased by 50%

· Vasari Nano Weapon Inhibitor module HP increased by 50%

· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0


General Gameplay Changes

  • Logistics techs changed
    • More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
    • Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (90% at the highest; keeps it feasible to large empire only)
      • 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
  • Vasari Dark Fleet cooldown increased by factor of ten
  • Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

Diplomacy Tweaks

· Increased time between quests to four minutes (v1.5)

· AI is more willing to negotiate cease-fires

· Increased amount of time granted to complete a quest (50%)

o Exception of tribute quests, which were not lengthened

· Decreased happiness penalties for failure to complete quest

o Quests with higher rewards reduced less, i.e. raid missions

o "Maintain relationship" quests left the same, i.e. +/- 10%

Pirate Tweaks

· Increased pirate maximum raid strength to 350 units (v1.5)

· Removed all other tweaks as of 1.5 in order to try and solve CTD issues


Planet Changes

Now includes the excellent Sins Plus mod by Uzii!

  • Four New Planets / Gas Giants Colonizable
    • Oceanic
      • Asteroids: 4 - 6 Crystal
      • Max Pop: 70
      • Max Health: 4,500
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Barren
      • Asteroids: 4 - 6 Metal
      • Max Pop: 40
      • Max Health: 9,000
      • Max Civilian Slots: 36
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Forest
      • Asteroids: 1 - 2 Crystal | 1 - 2 Metal
      • Max Pop: 140
      • Max Health: 6,000
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Urban
      • Asteroids: 1 Crystal | 1 Metal
      • Max Pop: 1,000
      • Max Health: 10,000
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No
    • Gas Giant
      • Asteroids: 2 - 4 Crystal | 2 - 4 Metal
      • Max Pop: 60
      • Max Health: 1,500
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No

  • Three New Research Subjects
    • Improved Tunneling (Level 4)
      Widespread tunneling with improved equipment increases the population on Barren and Urban planets, as well as Asteroids. (Barren, Urban, and Asteroid population max increase)
      Level 1: 20%
      Level 2: 40%
    • Gas Giant Colonisation (Level 6)
      Allows colonisation of Gas Giants.
    • Improved Anti-Grav (Level 7)
      Allows larger colony platforms above Gas Giants due to improved Anti-Grav technology. (Gas Giant population max increase)
      Level 1: 25%
      Level 2: 50%
  • 45 New Planetary Bonuses


Detailed Capital Ship and Support Breakdown

Capital Ship Crew Research

Tech

Increase

Total

Support Points Used

Cap0

1

2

100

Cap1

1

3

150

Cap2

2

5

250

Cap3

3

8

400

Cap4

4

12

600

Cap5

5

17

850

Cap6

6

23

1150

Cap7

7

30

1500

Total

29

30

1500

Fleet Support Research

Tech

Increase

Total

Upkeep Increase

Upkeep Total

Ship0

150

250

9.375%

9.375%

Ship1

200

450

9.375%

18.75%

Ship2

300

750

9.375%

28.125%

Ship3

400

1150

9.375%

37.5%

Ship4

500

1650

9.375%

46.874%

Ship5

750

2400

9.425%

56.3%

Ship6

1000

3400

9.7%

66%

Ship7a

1550

4960

12%

78%

Ship7b

1550

6500

12%

90%

Total

6400

6500

90%

90%


Changelog

V1.5 (Current Release)

- Sins Plus (by Uzii) is now merged with The Mars Effect as of 1.5 as is

- Removed all pirate changes except for maximum strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD issue

- Reduced time between quests to 4 minutes (game default: 3 minutes); quest durations remain unchanged from previous versions

- AI willing to negotiate cease-fires at 40% happiness rather than 50%

- PD Turret range reduced to 3000

- Nifty new game-screen logo

V1.0

- Introduced point defense (anti-strike craft) platforms for all races

· Does damage equal to three banks of anti-frigate batteries, with 50% reduced cool down times

· Increased turrets’ turn rate

· Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

- Introduced new prerequisite techs for the point defense platforms

· Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and the Advent’s is now “Anti-Fighter Lasers”

· Research cost set at 400/0/25, consistent with other tier 1 research

- Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

- Phase Jump Inhibitor now 30X more effective than vanilla

- Further increased maximum pirate strength to 400 supply units

- Decreased raid warning time (i.e. the amount of time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds after the warning is first announced.

- Removed focus fire in attempt to see if fleet battles are more epic and fluid

- FIXED Vasari Bomber squadron not having the correct number of bombers (thanks go to bloodhawk32 on the forums)

V0.9A

- All fighters now have 30% reduced HP

- All bombers now have 50% reduced HP

V0.9

- Original release


Download Links:

v1.5 (Current Release)
Filefront:
http://files.filefront.com/The+Mars+Effect+v157z/;9742948;/fileinfo.html

Rapidshare:
http://rapidshare.com/files/96560052/The_Mars_Effect_v1.5.7z.html

v1.0
Filefront:
http://files.filefront.com/The+Mars+Effect+v107z/;9710019;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/95204131/The_Mars_Effect_v1.0.7z.html

357,945 views 261 replies
Reply #26 Top
You can combine them yourself, Zyxx. xXAequitasXx's mod doesn't change any of the files from the Planetary Bonuses mod.

The easiest way, I think, is to install xXAequitasXx's mod first & extract the Planetary Bonuses mod somewhere else. In the PB mod, there's a couple of folders. Move the ones that aren't called "GameInfo" into xXAequitasXx's mod.
Then look in the PB "GameInfo" folder and find the files modified AFTER 2/9/08. Copy the lot of them, and overwrite the ones in the "GameInfo" folder in xXAequitasXx's mod.

That's it.

Thanks for the quick update & for including the tedious bits in the readme, xXAequitasXx's :)
Reply #27 Top
As long as Aequitas hasn't changed any of the planet files, they should work together.

Is there an english.str file with this mod? The only file in the 'String' folder. If there is, a bit more 'merging' will be required.
Reply #28 Top
Atmosphere yay! :CONGRAT:
Reply #29 Top
As it stands right now, my mod is completely compatible with Uzii's mod, and in fact I highly recommend using it.

As for further releases of The Mars Effect, there might need to be some merging done, as I will likely be changing the English.str file.
Reply #30 Top
Cheers Aequitas ;)

I always leave my alterations of the string file at the bottom of the file, bit easier when it comes to a merge.

Oh, any of those things I PM'ed you work?
Reply #31 Top
Yar, fixed it up right, it did. Thing was, I didn't end up changing anything...still have the same changed count numbers...all I did was redid my .str file :shrug:

Whatever, it works!

I have surprises for v1.0 :D
Reply #32 Top
Thats good to hear, nothing worse than an elusive error buried deep in some unknown file.
Reply #34 Top
Tried to combine the mods using the method posted earlier in the thread. It seems to work ok single player, or atleast i didnt get any crashes when i played for about an hour or so myself.
But as soon as me and a friend try to LAN with the mixed mod, it causes crashes for one or the other.
We both have the same mod checksum, and the crashes seem to come at varying times.
My friend seems to think its caused by a pirate message.

We're going to try removing the planet bonuses mod now and see if it still has issues.
Reply #35 Top
Scratch that, were still getting crashes even with plain mars effect .9a.

And after a bit more testing on single player, i did eventually get the crash/minidump, coincidentally right as it announced the pirates, again.

It seems the crash/minidumps frequency is much higher on LAN or online.



Reply #36 Top
I have surprises for v1.0


And probobably you're not gonna tell us what specifically they are, are you? ;)
Can you at least tell us when v1.0 is supposed to be released?

The changes sound great and the screenshots look even greater but I haven't had a chance to try it out, yet. I'm gonna do this as soon as possible.
Reply #37 Top
Tried to combine the mods using the method posted earlier in the thread. It seems to work ok single player, or atleast i didnt get any crashes when i played for about an hour or so myself.But as soon as me and a friend try to LAN with the mixed mod, it causes crashes for one or the other.We both have the same mod checksum, and the crashes seem to come at varying times. My friend seems to think its caused by a pirate message. We're going to try removing the planet bonuses mod now and see if it still has issues.


No, it'll definitely be my mod on that one. I have not tested for LAN/Online, primarily because I intended this for single-player only. If it is occurring around pirate raids, the easiest way to fix it would be to replace the "Gameplay.constants" file with the default one provided in the incomplete Sins mod package, then change the top line (max ships) back to 6500, the new max provided by this mod. This will erase all pirate changes, but should fix your problems if it is indeed mod-related.

And of course the normal troubleshooting stuff applies (making sure you have the exact same files, etc.) :)

I have surprises for v1.0And probobably you're not gonna tell us what specifically they are, are you? Can you at least tell us when v1.0 is supposed to be released?The changes sound great and the screenshots look even greater but I haven't had a chance to try it out, yet. I'm gonna do this as soon as possible.


Well, if I told you, then it wouldn't really be a surprise, now would it? ;) It's a big thing for me, but probably no one else will see it that way, so don't expect too much :P I actually have the readme updated and the changes implemented in my copy, but I wanted to playtest a bit more before I release.

Of course, Monday through Thursday are my busy days with classes, so maybe Thursday evening or Friday.
Reply #38 Top
Unless you changed it in .9A without documenting it, Vasari bomber squadrons have only one bomber.
Reply #39 Top
Found some other rather odd bugs last night that i will try to duplicate today.
This was on my single player game, was playing as TEC. For some odd (and frustrating) reason the game would not let me research some abilities.

I do not remember the actual TEC names (usualy play vasari) but the kodiaks ability could not be trained, along with the second pair of antimatter upgrades. I made sure the queue was empty, and that i had enough resources+labs. I could queue it up either 1 or 2 fine (depending on the research), but nothing would happen. The second i clicked on another research topic (military, civ, logisitics) it would skip the ones i had queued up (that had not trained) and go right on ahead training the new ones.

I did not get the entire tech tree's researched, but i did get most of the usefull TEC research and those 2 seem to be the only ones with issues.
Reply #40 Top
Unless you changed it in .9A without documenting it, Vasari bomber squadrons have only one bomber.


Weird...looks like I screwed that up for .9A somehow, bah! Fixed and thanks again for finding that!

Found some other rather odd bugs last night that i will try to duplicate today.This was on my single player game, was playing as TEC. For some odd (and frustrating) reason the game would not let me research some abilities.I do not remember the actual TEC names (usualy play vasari) but the kodiaks ability could not be trained, along with the second pair of antimatter upgrades. I made sure the queue was empty, and that i had enough resources+labs. I could queue it up either 1 or 2 fine (depending on the research), but nothing would happen. The second i clicked on another research topic (military, civ, logisitics) it would skip the ones i had queued up (that had not trained) and go right on ahead training the new ones.I did not get the entire tech tree's researched, but i did get most of the usefull TEC research and those 2 seem to be the only ones with issues.



That one definitely is not Mars Effect, and I'm pretty sure I know what it is ^.^ First, I never edited the research files for .9A, and I was able to research it fine last night. The fact that you were able to queue the research, but that when you added another research topic, it skipped that tells me that while you had the pre-requisite labs, they were not yet completed at the time you queued your research (Sins allows you to build a lab, then queue research for the now unlocked tier, but research will not actually commence until the lab is completely build).

Hope that helps to clear things up!
Reply #41 Top
Version 1.0 Release.

Released it earlier than I really wanted to, but such is life. What I really need from people is feeback, bugs (thanks again Uzii and Bloodhawk32), and also input on additions. For instance, I was thinking about, for a future release, increasing the amount of tactical slots for planets. Now, there are a couple of ways I can do this:

1.) Racial differences.

I personally believe that the Vasari should have the least (reflecting their mobile nature), whereas Advent should have the most (I believe following what already exists in Vanilla) followed by TEC (who already get the most logistics slots).

2.) Different Planetary Types bonuses

This would be up to debate as to which planets should see a larger increase in tactical slots, or perhaps it should be an even, across-the-board, increase?

3.) Research vs. Planet changes

Planet changes would be the easiest, but would conflict with more mods, and I wouldn't be able to implement racial differences. Additionally, I like the idea of having to work for the bonus. #2 can still be implemented via techs (and I actually have an interesting way to incorporate the two, but I'll have to look at it some more).

Anyways, without further ado, here is the 1.0 Changelog (as in the original post):

Changelog

V1.0 (Current Release)

- Introduced point defense (anti-strike craft) platforms for all races

· Does damage equal to three banks of anti-frigate batteries, with 50% reduced cool down times

· Increased turrets’ turn rate

· Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)



- Introduced new prerequisite techs for the point defense platforms

· Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and the Advent’s is now “Anti-Fighter Lasers”

· Research cost set at 400/0/25, consistent with other tier 1 research


- Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

- Phase Jump Inhibitor now 30X more effective than vanilla

- Further increased maximum pirate strength to 400 supply units

- Decreased raid warning time (i.e. the amount of time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds after the warning is first announced.

- Removed focus fire in attempt to see if fleet battles are more epic and fluid

- FIXED Vasari Bomber squadron not having the correct number of bombers (thanks go to bloodhawk32 on the forums)
Reply #42 Top
This sounds like a really neat mod, I'll be looking foward to giving this one a go this weekend.
Reply #43 Top
Question,

Since I noticed, in Version 1.0 you now have an English.str file, does this mean that your mod is not compatiable with the Planatery Bonuses anymore? (In otherwords, can't follow the instructions that Simsum posted on this thread)

All in all , fantastic work, looking forward to more updates ..

MP
Reply #44 Top
I personally believe that the Vasari should have the least (reflecting their mobile nature), whereas Advent should have the most (I believe following what already exists in Vanilla) followed by TEC (who already get the most logistics slots).


I think the Vasari are already 'hurt' enough defensively by the 10 slot cost of the Phase gate, which is practically required for every planet. Giving them a lower overall tactical slot count would make that worse. I guess it depend on how big the difference is, though.

I would, however, like to see a later tech to give dead asteroids and pirate bases four logistics slots, just so we can pass trade routes through the things...

Finally, I don't particularly like the implementation of 'Point-Defense' as turrets - with the base damage they have now, they're fairly effective against most unit types. I would prefer a structure with a "Point-Defense" ability that can only target fighters/bombers and does damage (This would also solve their tendency to shoot at other things in preference to fighters/bombers - so far, I've seen them target LRMs instead of bombers).
Reply #45 Top
Not that I've had a chance to try yet mp8481, but you can still do combine the mods. You just have to combine the stringinfo files.

Do NOT overwrite one with the other. Instead open both in the editor of your choice (Notepad, UltraEdit or whatever).

Now, you're going to use one of the files, and discard the other. Decide which.

Then scroll down to the bottom of the file you're not going to use, until you find this:

StringInfo
ID "IDSICODefaultChannel3"
Value "Pirate Base"


Copy everything AFTER that line, and paste it into the end of the file you are going to use. Save the result, put it in the right folder & play.

Maybe UZI & xXAequitasXx can be persuaded to put instructions in their readmes?

Note that if you intend to mess around with files like that, an editor with a linecount & syntax hilighting is much, much easier to deal with than Notepad.
Reply #46 Top
For that I recommend Notepad++.

If you can wait until tomorrow, I'll merge the .str files. Should be pretty simple if my good man Aequitas has put his new strings at the bottom, a 5 minute job I think.
Reply #47 Top
He has, I just merged them. Simple as can be, thanks to you both :)
Reply #48 Top
Yep, I've kept all changes to the bottom of files wherever possible, so merging my English.str file with anyone else's should be a breeze.

@Bloodhawk:

To your first point, I'm actually planning on increasing tactical points overall for all races; what I'm saying is that Vasari would receive the least amount of additional TAC slots. I will also likely up the TAC cost of the phase gate--as is, the phase gate is probably the Vasari's single greatest strength, and on medium + maps vs. AI, it's very, very good.

To your second point, I was originally contemplating using the flak ability (a la Kol), but the problem is that it only really would work for the TEC...flak bursts just look wrong on the Advent. I'm aware of the shortcomings, and am open to other suggestions, but please remember I don't have any real modding talents other than ideas and the ability to edit text files ^.^
Reply #49 Top
TEC could get a modified Flak Burst, Vasari could get a modified Phase Missile Swarm (only targeting fighters/bombers), and Advent could get a modified version of the Destra Crusader's DoT aura that only targets fighters/bombers. The abilities wouldn't be identical, but with tweaking they would be equivalent.

Just ideas, but none of them should require anything other than editing text files :)
Reply #50 Top
Really enjoying the mod so far. Thanks for the work going into this.

Also, I'm trying to combine this with the planetary bonus mod as that one looks really good too. Trouble is, I followed the directions above from Simsum and the planets are showing up but whenever I mouse-over them, it says the string is not found.

Any ideas as to what I'm doing wrong is much appreciated.