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I see, for I have never really taken a look at the names of the weapons in SupCom or SupCom 2. That explains a lot. Sorry lol.
Redesigning the mod? I'm sure it's fine, but the addition of multiple types of armor and the addition of say, experimental weapons/armor. I've only played SupCom 2, so I don't know too mutch about the factions/units in the first game. If I could make a request, the experimental weapon for the jackhammer experimental for SupCom 2 would be cool. A cannon (not turret) that firest a large bolt that does a huge amount of damage, with long distance, but it's cost would be ludicrus and the energy consumption per shot is 2000 per or something lol. Just pitching an idea.
One is a short range/high power small artillery, one is a long range/huge damage artillery, one is an experimental that shoots 5 high damage/long range rounds at once. I'm sure you could manage those kinds of weapons. (Unless you already designed a weapon to reprisent artillery, and I'm just dumb) Also, why plasma? The UEF uses more kinetic weapons like cannons and artillery more than plasma. The Illuminate use plasma more than the Cybran and UEF combined.
Whatever... Probably just because reassembly uses plasma more than anything else.
Or some of the ships have above 10k P value and will not spawn by default once you start a new game.
(they might spawn in if one of the stations have enough resource capacity to be able to spawn those ships in)
<base>/regions.lua:30: error: Garbage after parsing GalaxyRegion
??},
warning:<base>/regions.lua: ident 15000 is above 10000, wrapping as 5000
Anyone know what this means? Really enjoying this mod!!
Feedback:
The Orbital laser is insanely strong - might want to consider, at minimum, nerfing the turret traverse rate.
I'm laughing at how much the 40P cannon makes my ships fly around based on the kickback - even huge ships I make get tossed around.
Really fun, thanks!