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Home » Stars! Clones, Extensions, Modding » VML lounge » Albemuth Mod (Jan 2005 start)
Re: Viper mod Fri, 21 January 2005 11:49 Go to previous messageGo to previous message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
SinicalIdealist wrote on Fri, 21 January 2005 00:27

So I'm piggy backing this updated mod here. Shooting for something relatively conservative. Some changes probably should even be scaled back in this version, IMO.


Overall I like this mod the best, since its conservativeness. Smile

I think you improved torpedoes too lot. About 35% better? Then that late torpedo range. 8 at orbital? That makes Omega kinda too must-to-have thing. "Missile" just sounds like thing that has best range. Maybe make torpedo tech requirement 1-2 tech lower instead of making them cheaper and dont improve their range?
Say: alpha 0, beta 4, delta 8, epsilon 12, rho 16, upsilon 20, omega 24. Also maybe raise missile tech requirement by one.

You got the changes sorted/grouped in bit strange order, superlatanium is not under armors for example, but i like the general idea to make armors more useful. Currently RS is simply no-brainer.

Other ideas not present that i have liked were:

Idea Making IT gates bit less powerful. Especially that oo/300. It is out of balance. IT can get it ~ turn 15-20 it is ultimate gate for small game and it costs next to nothing.

Idea Making all the terra tech a bit higher. Say... just by one tech level. VML did it bit too lot, but the idea itself is good. That will shift some of the terraforming cost from planet ques to research pane and so tunes CA down further.

Idea Making nubs and range 2 weapons one tech level lower and 5% more expensive. That will make BET lot more useful LRT.

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