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Mithril

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Everything posted by Mithril

  1. Cool, thanks for considering them!
  2. Suggestions for additional module, if I may be so bold: Armor effective module, it should have a drawback like jump cooldown, maneuverability, acceleration, top speed, or a combination. A Jump calculation time reduction, low percent boost highish power draw. Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge. Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption. If the game ever allows for it: weapon/damage type shield/armor hardening. "Set bonus" modules. Fleet boosting modules.
  3. Hey no worries, just glad to hear it is still active!
  4. This seems quite broken with the latest patch, is this still being worked on? I tried to merge the changes this mod makes with the current game, but I did not end up with a working result. I think I'd need to see the file as it was when the mod was created so I know exactly what it changed, as some parts seem to be added code and some parts are modified code.
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