Quote:
Originally Posted by Simbal
no problem
is this a question about how to mod Pilot perks?
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I dont know about him, but me wanted to change the Perks lately but couldnt find the right folders...i have some in suspect but couldnt open those because of lacking the right tools !
And again, many thanks Simbai for your excellent tutorials here, have changed so many vessels up to now that the whole balance of ships against each other was altered...
Few examples:
I created a new RECON Class with:
1. light RECON Vessel, the SKOLM (Tier 3) which has now:
- 400 clicks detection by default (higher as you can achieve with the "Agent" Module
- FASTEST vessel ingame
- most MANEUVERABLE vessel
- but VERY lightly armored and shielded
2. heavy RECON vessel for forced recon, the BASTARD Tier 4):
- 350 clicks detection
- very fast but not as much as SKOLM
- but 5 heavy guns
- double as much Shield and HP (but only 30 - 50% of a Tier 5 heavy Fighter)
New BALANCE between the HEAVY (Tier 5) Fighters:
- Wyvern got 3rd module slot and is much more faster and more nimble than any other fighter (in fact only SKOLM is faster and more nimble, so its a pure DOGFIGHTER)
- WYVERN MKII changed to 4 Heavy Guns instead of 2 Rockets, much slower and lesser nimble than WYVERN but a bit better shields and HP (in fact the WYVERN MKII is now a heavy fighter version of the WYVERN)
- DRAGON and GUNSLINGER MKII changed to 6 (SIX) heavy Guns but much slower and lesser nimble and weaker shields and armor than the WYVERN MKII
New SUPER-HEAVY Fighter class with:
- MATARICE (Tier 4 now) with the most heavy armarment but weaker shields and armor and very slow and less nimble compared to the Tier 5 ones
- RAVEN (Tier 4) has the biggest armor and shields by default ingame to compensate for the lack of any module slot
Real CORVETTE class:
- BUTCHER got 2nd turret and has now 4 module slots (now its seriously dangerous)
- CAVALIER got massive armor and shields to compensate for the lack of anything else
ROCKETS:
- Increased ROCKETS minimum and maximum range to make Rockets a real BVR weapon which needs a good amount of minimum range to shoot
- the longer the range of the weapon, the bigger also the minimum range
- adjusted the needed "Viewing angles" for rockets, so the ships have now "aim" more precisely to get the "lock" because in former stage, multi-armament ships had often refused to fire their guns because they just tried to get their missile into shooting angle and didnt tried harder to get an aim also for the guns
...and many other small changes but as i said, its essential if you want to prevent YOU getting OP, that you give ALL the AI ships for all different factions not only the same changes as for your own ships but also "tell" the AI to equip them accordingly via the "Ship description" folder
Sadly i cant change the prices for the ships in the Maintenance Stations nor add or remove ships there because this is in some hidden game folders