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  • January 27, 2020, 11:54:21 PM
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Poll

Do you think this mod should be broken into smaller mods?

Yes
No
Yes, but have an option for all features in a mod pack.

Pages: 1 ... 77 78 [79]

Author Topic: [1.0][MODLIST] Glitter Tech  (Read 682780 times)

Waras

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Re: [1.0][MODLIST] Glitter Tech
« Reply #1170 on: January 14, 2020, 06:43:56 AM »

is there an option to remove/make apear later in the game for orion faction or at least remove their items on death just like mechalit does, if not then this mod is way too op, u just kill one orion guy take his stuff make urself op and ur safe till end game even on merciless difficulty
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Waveshaper

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Re: [1.0][MODLIST] Glitter Tech
« Reply #1171 on: January 14, 2020, 03:31:57 PM »

Unfortunately that's how the mod is... And the modder behind it seems to be adamant to change that stuff - at least he was when I and a few others brought some of the major balancing issues to his attention some time ago.

At that time I made an overhaul for at least the mods weapon & armor stats to be easily implemented using another mod - unfortunately I don't think that I have the files still around, at least I can't think of where I might have put them at the moment.

It's been a few years since then already - but if I remember correctly the main issues I've found had to do with one weapon line - something like 'EMRG' or so I think - especially the pistol from this weapon type, since it's possible to get your first raid enemies using them, so you can equip your pawns early with some ridiculous one-shot weaponry. I - or 'we' - decided that mainly lowering this weapon types firing rate brought the best result. Also; IIRC shieldbelts from this mod should mostly be deactivated or heavily nerfed. And then there is the problem with Alpha & Beta Pole melee weapons... I would rather deactivate both materials before attempting to balance though. I remember seeing a fork of the mod once, where the autor claimed that he balanced this version in regards to those two materials - you might google around for it.

It's sad - the rest of the mod seems to be pretty well done and enhances the game quite in the right aspects.

EDIT.: Seems my memories aren't as bad as I thought. That was the project some of 'our' values got into - at least I think that one of us had a connection to the guy behind RWWB. Unfortunately that might not be helpful at all, since the project is obviously dead. https://steamcommunity.com/workshop/filedetails/?id=932311074
BUT he still has the mod descriptions with his changed values up - so if you're using https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457 or a similar mod to change in-game values, you might just import his values since nothing much should have changed in this regard since b17.
« Last Edit: January 14, 2020, 03:39:34 PM by Waveshaper »
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Pages: 1 ... 77 78 [79]