- Dreadnaught HP and MR improved
- capitol --> capital
- #weapon "Twin Ship Heavy Blasters - close"
#weapon "Twin Ship Heavy Blasters"
#weapon "Tractor Beam"
#weapon "Lightning Cannon"
should be the capital ships weapons (I've put the twin ship heavy blasters higher in the list now, hope another one doesn't fall off)
- strike force is 30 pearls now
- the lightspearspace1 and 1a where non existant there where a sparespace 1 and 1a however, it's fixed but for your game you could just rename the spears in Lightspears (noone uses the other name)
Why random events give pirate scout (never heard that before btw) or oni-dragons is a mystery to me.. there is no way for me to edit is.. I do hope it's changed permanently from to 50 scouts since that will be similar to getting militia instead of getting 50 oni- dragons which is more like getting 50 tartarians
- insects troops have morale 30 (mostly) and NNE on coccoons
- I've not yet changed much about the males, THe nectids are for underwater troops.. the queens are amph. but it's not in the spirit of Amos mod to have them make space troops, they are a separate race too so they couldn't make nest males. An option would be to create a Hive male but I sort of like the idea of them only having one unit in space.. it must be all-round though so maybe it IS a little bit weak as it is.
Perhaps summoning more might be the best option really
or improve their armor a bit? --> why don't you think they should be stronger? they are still pretty weak (anyway I've not changed anything here yet since I'm not sure what to do yet)
I've not yet done the insect transport spell since I think they should have some incentive to go into space.
Amos actually already had the spell in his mod and it's still there
but burrowing from one planet to the other seems... well wrong.. and as I said they shoulnd't be able to bypass space (the cocoon thingie was intended as the starshiptroopers kind of travel)
--newspell
#name "Underground Tunnel"
#descr "Borrowing underground the Insectoid mage is capable of moving to a province of its choosing unopposed by the earthly obstacles."
#restricted 80
#school 3
#researchlevel 3
#path 0 3
#pathlevel 0 2
#effect 10019
#fatiguecost 300
#damage 1
#nreff 1
#end
--newspell
#name "Underground Passages"
#descr "Borrowing underground the Insectoid mage is capable of transporting herself and her army to a province of her choosing unopposed by the earthly obstacles."
#restricted 80
#school 3
#researchlevel 7
#path 0 3
#pathlevel 0 5
#effect 10077
#fatiguecost 2300
#damage 1
#nreff 1
#end
SO I think that should settle most stuff mentioned lately... except the weakness of Commonwealth.. they DO lack AP attacks while all other races have loads of them which does fit this age (better armour and better weapons to break it .. and if you don't have that your race has been eliminated a 1000 years ago just after LA)
I'm a bit hesitant about what to do.. If I make all their melee weapons AP they might be too strong? And if I only make on of the troops AP the rest will be never used. --> I've made it all AP.. the race can use it I guess.