Re: Eclipse Mod
I was analizing your mod and it appears to me that the Racial Traits are a little unbalanced/redundant...
One example would be the Racial Traiot that reduces maintenance, that leaves completely pointless to change the Maintenance Reduction characteristic, adn also, the Racial Trait try to reduce maintenance to -25, reducing it to 0%, what is impossible, since the game is hardcoded to have at least a maintenace of 5% (could be reduced only through ship components)...
Other thing that i found too excessive is the use of armor regeneration in nearly all components, if you do this you would be negating one of the principal bonuses of the organic races...
I found interesting however the Fighter bonus in Racial traits, that would increase the effectivenes of fightes, that, in the unmodded games, become completely obsolete from mid-game onward...
The Ship bonus i find a little excessive (50%), since it would be the equivalent of a Talisman (religious race) in every ship.... maybe you can reduce the bonus a little, or make the Trait more expensive, or even make 2 traits, one with a lower bonus and other with a higher bonus, with corresponding differences in prices...
I found interesting your use of technology, but i think you give too much traits to the AIs, making them somewhat generic, maybe if you limit the Racial Techs to 1 racial tech for each Ai it would add some flavor to the game...
If you really want, i can try to design AIs for your mod (basing them in the TDM AIs), but i would like to know first what "flavor" you wish to give to each AI...
I found very interesting the concept of giving different tech trees and components to each empire, because it would add an additional "flavor" to the AI empires...
One major decision you must make is if your mod will be more based in Multiplayer or if you wish to concentrate in solo player too, the reason for this is because in solo player you must consider if the AI will use effectively all the componentts and techs you are giving them, or if the components and techs can only be effectively used by the human players, because there is a limit in what can be modded in the Ai, and what is hard-coded and canīt be changed...
I have some suggestions in how to increase the option of your mod, but first lets try to balance it a little more and mod the AI to use the new techs and components effectivelly...
If you want my help, of course...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
|