![]() ![]() With the changes above to make it in balance with NSC, it now unlocks with the NSC Superdreadnought tech, which means this patch changes the requirements of those techs. In the original Realistic Ships mod, the Heavy Dreadnought was unlocked automatically at Spaceport Level 6. Changed Realistic Ships Heavy Dreadnought tech requirements to meet the new ship class unlock system. Superdread Tech: NSC Superdreadnoughts / RS Heavy Dreadnoughtsģ.Dreadnought Tech: NSC Dreadnoughts / RS Dreadnoughts.Level 6 Spaceports: NSC Light Carriers / RS Attack Cruisers.Level 5 Spaceports: NSC Battlecruisers / RS Battlecruisers.Level 4 Spaceports: NSC Strike Cruisers / RS Support Cruiser.With this change, you now have the following unlock system for NSC/RS ships with this patch: This patch changes where/when the RS ship classes become available in relation to their overall power versus the NSC ship classes with the above changes in mind. It gives both NSC & RS ship classes a "purpose" even if they are nearly identical in form and name. In essence, this means that the RS ship classes now have more armor and hit points than NSC ships, but less overall weaponry/firepower. RS Ship Classes shared with NSC: Less Firepower + More Tankability NSC Ship Classes shared with RS: More Firepower + Less Tankability In order to hopefully make both NSC & RS ship classes variants useful, I went with this "formula": Furthermore, I did NOT make the RS ship classes identical to the NSC ship classes, as that would make this patch even more redundant than it already is. For those worried about the "spirit" of the mod being violated, almost all changes to RS ship classes where added HP and balanced armor counts. With this in mind, I have overhaulled this patch in order to balance out the RS ship classes versus the NSC ones, namely, the RS Battlecruiser, Dreadnought and species-based Heavy Dreadnought versus their NSC counterparts. Another issue is the RS ship classes are balanced differently than NSC's ship classes, and while on their own they are well balanced, the RS ship classes are not well equipped versus the NSC ship classes. With the original mod setups, you would get the most powerful Realistic Ship class (the species-based Heavy Dreadnought) at the same time as you unlocked the NSC Battlecruiser, which doesn't make any sense balance wise. Realistic Ship classes are now integrated into NSC ship class unlock system for balance and better gameplay. MagnetoHydroDynamic weapons are now a separate sub-category of kinetic weapons rather than them being a T-slot kinetic mass-accelerators.2.Tesla weapons have a penalty against shields but have 50% armor penetration. These weapons are available to machine empires and empires that have completed synthetic ascension. Biological armor components add armor and hull and provide some hull regeneration.Biological weapons are weak against shields and, to a lesser extent, armor but deal double damage against hull.Basic Psionic components can now be researched by machine empires that own psionic pops that aren't enslaved or being processed. Added a couple of new Psionic and Chronospatial components.Crystalline weapons now use rare crystals, Crystal Farms were repurposed to produce those.Gravitic, Enigmatic and Chronospatial weapons now use dark matter.Removed custom resources, associated buildings, jobs and starbase modules. ![]() Changes from Extra Ship Components 3.0 include: What was changed compared to Extra Ship Components 3.0? And as long vanilla technologies are known to the game, Extra Ship Components NEXT should work. Extra Ship Components NEXT overwrites several vanilla icons to ensure that all components and technologies are distinct. The only thing that might prevent AI from researching Extra Ship Components NEXT technologies is its own stupidity. No, Extra Ship Components NEXT does not require a new game, though, depending on the game state (particularly, leviathans), some technologies might remain unavailable. Extra Ship Components NEXT does not explicitly require you to have any of DLCs, but some content (primarily, leviathan rewards) will not be available unless you have a specific DLC active. Does this mod have any DLC dependencies? ![]()
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