[MOD WIP] Player Path Mod
Working on Getting Agressive, Defensive, Economic and Research Paths for the Player
http://www.filefront.com/14803991/Player%20Path%20Mod.7zHi,
I would like to ask some help in playtesting, and suggestions for a mod i am currently working on. Its main purpose is to give the player paths to follow, much like the AI now has options to go Aggressive, Defensive, Economic and Research. I have copied files for each of these and have begun modifying them to a standard 2x level, but have only gotten about a third done, but wanted to ask if those in the community would like to try it out and let me know what they think.
Basically there are now 5 versions of all the races, Normal, Aggressive, Defensive, Economic and Research
The Pirates normal is unchanged. The modified versions of the Pirates hasn't been put in yet, except i believe the Research branch which gives them the research ability of the Techs to use. Which means strikecraft and Capitals now.The Pirate base hasn't been touched yet, but will be upgraded. The other races have only the Aggressive and Defensive and parts of the Economic changes put in, so there is still alot of work to do. In addition i wanted to add my XL Planets, but may make that a second version of the mod, as purists may feel more comfortable in a mod that is changed as little as possible from the normal game.
My hope of course is that the "feel" of the game will change, allowing for different "paths" for the player to choose from depending of course on what kind of playstyle they prefer. Or for a chance at playing something different. I have included the new version of ManShooter's wonderful Volumetric and Damage Effects mod, which ManShooter has turned into something quite wonderful!! I am hoping the battles will be more spectacular based on the changes and that the strategic side of playing will be enhanced given the chance to play Defensive and Economic and Research sides without over worrying about simply staying alive.
The base i am using equates to 2x damage for Aggressive, 2x Hull and Shields for Defensive and 1/2 cost for Economic and 2x benefit of research. In theory this should balance equally across all changes. But playing will tell if that is correct or a mis-assumption on my part. Anyway, the link is below, please let me know what you think, and how it plays and if there are any inconsistencies or problems. It is still in work and I will update it as i have time, hopefully into something interesting.
This idea originally came to me from watching the AI in all the different roles that were available, and i thought it would be cool to have it more pronounced in the game and so decided to try it in this mod. Kitkun had a wonderful example in an older game that i am unfamiliar with, but it sounded like fun the way she explained it. Thank you Kitkun!!!
Anyway, thats it, take care
-Teal
http://www.filefront.com/14803991/Player%20Path%20Mod.7z