Hey thanx, those have been usefull suggestions!
Especially the TDM-modpack rules!
Well I've decided to download a bunch of races together with the modpack, and I'm testing to see how great they work. Well so far Centauri are outresearching me even though I'm spending 90% of my income on new colonies and I got a 20% bonus, quite impressive!
I'll just weed out races I dont like (like the Roguefleet, sorry guys), and reshape the ones I do in my image
I'm thinking of indeed making the krill some semi-suicidal mass-fleet race, while a race like the klingons get dibs on heavy attacking race...maybe.
Is there any way to make bloodthirsty/neutral less detrimental race-stances by modding the game files? I.e. assign less penalties more bonuses? I'm still only beginning to look into all the files.
Xi'Chung wont have fighters that can board, I'll leave that for another race.
To fix the boarding problem however, I was thinking of using the psy-tech's allegiance converter, and make it a fighter compatible weapon (with a diff name and maybe diff pic), in a Version that does minimal damage. However, for this to be modded correctly I need to know how exactly the conVersion works. Does each ship size require a different amount of succesfull shots/damage by an allegiance converter, is it based per amount of living quarters or what?
"There is no "vampire" damage type, but you could make a combination BLaster/Shield Regenerator component."
Ooh, nice idea! Is it possible to make the Shield Regen only trigger when fired?
Oh btw suggestion for SEV or the next patch: races with repair bonuses should get automatic repair IMO. If you're a race of engineers I think you shouldn't have trouble fixing your ship. Makes more sense, and adds use to the ability.