Darth Saber Modpack v.2 (Updated) View Mod
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
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 2383
Download Download
Darth Saber 21.03.2012 22:33

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

WillyTheSquid 21.03.2012 22:38

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.

Darth Saber 23.03.2012 01:01

What would you suggest?

WillyTheSquid 23.03.2012 21:39

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.

sp_testure 26.03.2012 22:08

I find it hard to stay away from the Aristar Solar Array. Mm..guilty pleasure..

Llwch 31.03.2012 03:31

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.

Llwch 13.04.2012 06:06

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.

sandlike 18.08.2012 04:13

repica uhren http://www.replicauhren.co

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