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Weapons with unique effects can still be used.
However, mobile suit types and ships cannot be used.
The camera angle is "Immersive Camera" and controlled by a gamepad.
The ships are warships that were available in previous versions, but have been removed from the current version of the mod.
(Because the content of the linked mod has been completely renewed)
This notation is an element of the original mod, not of this mod (SEEDG).
When that happens, we plan to completely separate the mod elements from the original mod and make them available as standalone mods.
As of now, we don't have any plans to do that yet.
I haven't done any strict balancing adjustments, but assuming a standard vanilla environment, researching the dedicated repeat technology 5 times (maximum) will give you weapon damage +200%, weapon fire rate +50%, and missile speed +50%, which should be more powerful than going from a red laser (tier 1) to a gamma laser (tier 5).
When you add in the additional repeat technology of 10 times (maximum) in a mod environment, the final corrections are weapon damage +600%, weapon fire rate +150%, and missile speed +150%.
At how many repeatables does it break even?
It's really hard to tell the since repeatables don't affect the stat damage in the ship designer UI.
Instead of having tiers for each weapon, the cost-effectiveness of dedicated repeatable technologies is greatly increased to achieve balance. (Performance is set on the assumption that equipment will not be changed from the start of the game to the end.)
If you're using Origin, you'll have a certain number of fleets from the beginning and be able to build new mobile suits, so I don't think the balance is that poor.
Is it supposed to be like that?
Added T-slot equipped variations for Archangel, Minerva, and Kusanagi.
There are weapons that use textures and models from the seedmod itself, and elements such as sections cannot be separated, so I do not plan to create a mod that is just for weapons.