Re: Whats a good MOD to play?
First:
Fighters can't capture anyways. Since that ability dosen't seem likely to be in a patch anytime soon, I might as well remove the component.
Second:
The facilities added to the homeworld are hardcoded to be added by ability. There is currently no possible way to include the slave facilities on the homeworld for turn 1.
To compensate, I increased the minimum income, so you're still getting quite a lot of money, plus extra research centers to boot!
PS:
If you have problems, or find bugs, you have to speak up; I can't fix what I don't know about!
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