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  #1  
Old January 8th, 2007, 01:46 PM
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Default Re: Weapons Balance

yeap, i allready tried every mod ( all three or four of them even 21st century *g*
so .. i dont like the eco model of CB,
and balance didn't really change the weapons .. but would be a nice candidate to adress this issue ..
i could rant on about the things i would like to change ( i allready thought about making my own mod .. )
but i think i'll do that another time.
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  #2  
Old January 8th, 2007, 01:51 PM
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Default Re: Weapons Balance

Share your thoughts. It could help flesh out ideas for your own mod, or it may affect changes in other mods, or it may get a few other modders on board working with you to make a mod. What is it about the Eco model in CB that you didn't like?
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Old January 8th, 2007, 02:18 PM
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Default Re: Weapons Balance

The balance mod makes most of the weapon groups worthwhile in one way or another.
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Old January 8th, 2007, 03:19 PM
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Default Re: Weapons Balance

To begin with, I like the ship and weapons model very much, but i haven't understood the whole tech tree right now.

But I don't like the economics model its to stuffed with different facilities that do the same.
And there is no good feeling for the operating costs ..
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Old January 8th, 2007, 03:37 PM
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Default Re: Weapons Balance

Nice avatar, now you can ask David E. Gervais to give it a polish for you.

I am working on a mod have you looked over that thread? It is still in its beta. Also there a few other problems which; while they don't make it unplayable, are irritating. Those problems are hard coded and will have to wait for a patch.

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  #6  
Old January 8th, 2007, 03:39 PM
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Default Re: Weapons Balance

Or maybe without the rank?
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  #7  
Old January 8th, 2007, 03:57 PM
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Default Re: Weapons Balance

Sir, I Dont Deserve Stripes Yet, Sir !!!


Its funny what you find by searching for Dark Helmet

And I read the thread about your mod ..
like I read most of Kwoks modified Data files.
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Old January 8th, 2007, 04:33 PM
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Default Re: Weapons Balance

The economic facilities are quite different from each other...

You've got:
- The inefficient but "free to build and maintain" subsistence ones.
- The cheap, normal facilities that take more investment, but produce more resources by planet value.
- The solar-based facilities which are good in binary or trinary systems.
- The expensive facilities which produce lots by planet value if you can afford them.
- The expensive facilities which produce only moderate amounts, but independent of planet value.
- And some facilities which "burn" one resource to generate another, much like an automatic resource converter.
The Hydrocarbon power plant is a perfect example... burns organics to produce energy/rads.
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Old January 9th, 2007, 12:13 AM

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Default Re: Weapons Balance

You can always do what I do....when you find something you want to change, or think of a idea you want in the game...just add it in or change it
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