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  #144  
Old 10-29-2014, 07:18 PM
Nanaki Nanaki is offline
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Join Date: Mar 2010
Posts: 338
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MAKE SURE YOU BACK UP YOUR ORIGINAL FILES BEFORE INSTALLING THIS MOD

New version. No huge overhauls, just some bugfixes. I noticed that the original developers made an error with their random number generator script, I could fix it, but it might result in additional problems popping up, so I left it alone for now. However the random number generator for the mod's loot tables have been fixed.

Balance was tweaked some more. The original numbers were too extreme, so I decided to reduce them a bit. Overall, the idea is that you want to use lasers against unshielded targets, but cannons against shielded targets.

I planned on doing some other changes, but a major bug with the Inoco bigship spawn script has prompted me to release this a bit early.

Patch notes:
- Fixed bug preventing end of table items from spawning
- Nerfed remote repair modules to 2/4/8/20 hp/sec
- Buffed individual repair modules to 2/4/8/16 hp/sec
- Expanded Pirate Corvette Loadouts
- Reduced Pulse Laser Cannon prevalence among Pirates
- Reduced missile storage capacity from 300% to 200%
- Increased missile damage from 50% to 75%
- Reduced projectile speed for all kinetic weapons from 200% to 150%
- Fixed bug with Inoco capital ship spawns

Good Hunting.
Attached Files
File Type: zip FleetModBetav04.zip (804.9 KB, 510 views)
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