Darth Saber Modpack v.2 (Updated) | |
This modpack contains my first fifteen mods, in two folders. The first folder contains the mods in their original form; the second folder contains them in their current, updated status. I tested these mods yesterday with a freshly downloaded copy of Transcendence v.1.0.8b, and they appear to work. If anyone finds a bug, please let me know and I will fix it if I can. This modpack is the first of several which I will create. Each will contain a portion of my mods consecutively. For instance, this pack contains my first 15 mods, the next pack will feature the next 15 or so mods, and down to the last pack which will contain the last of my mods to date. To keep from being redundant, I will also be deleting my older mods after the release of the modpack which contains them and their updated selves. Thank you for downloading this pack; it is appreciated. -Darth Saber |
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Categories | Mod Packs, Godmod |
Author | Darth Saber |
Rating | 3 2 |
Added (Last modified) | 21.03.2012 (21.03.2012) |
Game Version | 1.08b |
Filesize | 38.13 KB |
Downloads | 2442 |
Download |
List of Contents
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Basic Shield
Aristar Solar Array
Basic Solar Array
Wave Cannon
Aristar Dark Lightning Cannon
Aristar Reactor
Plasma Blaster
Plasma Enhancer
Deluxe Shield
Aristar Inertialess Drive
Advanced Shield
Aristar Advanced Solar Array
Protectorate Cruiser
Aristar Lightning Cannon
Shielded Cargo Hold
Hmmmm. It seems like your balancing process consisted entirely of adding a couple zeros at the of everything. Those solar arrays, that cargo hold, the stardrive... applies to everything really. Your mods seem to be popular enough, but this sort of modding does nothing for me challenge-wise or immersion-wise.
What would you suggest?
What I normally do when checking for imbalances is to put the vanilla items in an Excel file. That way I can quickly find out the average damage/HP/credit cost per level and per item type.
For example, armor and shields of each type (Deflector, Plasteel, etc.) roughly double in value from one level to the next for the first few item levels. This is generalizing quite a bit, and I don't have my notes here... but that's how the original game is curved.
I could take some time to look at your modpack in more detail, once the mining pack TransGeek & I are working on is released (probably on monday).
But to be honest, it is very possible we just want different things out of the game; your mods seem to be popular and there is likely a reason for that.
Some players want a new challenge, or interesting new game mechanics to play around with. Others like powering through the game with super-strong ships and equipment.
Both are valid ways to enjoy the game, but the second does break away from what is already in the game to begin with. If you have super-powerful stuff in a mod, why would you ever NOT use it when you have the chance? There's no trade-off involved, no strategy.
I find it hard to stay away from the Aristar Solar Array. Mm..guilty pleasure..
I get parsing errors when running it on 1.08b. This is a CLEAN install of Transcendence 1.08b, where the only extensions I have is this mod pack...
So, for now, it's unplayable, for anyone running any version after 1.08a.
One comment, Darth... The
Protectorate Cruiser...? You might want to change the specs on it. It only allows armor segments up to 1 ton. Kinda hard to survive long if you can't put better armor on this beast.
repica uhren http://www.replicauhren.co
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