I know it's all locked, but I just noticed that Rheinland Civ is 90% to Rheinland Military. That will be pretty harsh for Tiger Shark, which is the basic LF for RM since the Phantom is so despised.
Just a note for future discussion and development.
Aet: Won't change. Civilian stuff is primarily for the corporations, not the military. There are true civilian interceptors the RM can use if they dislike the Phantom.
Finally, done. Changes uploaded - they just have to be put on the server itself now. I'm probably going to regret saying this, but changes can again be requested.
Official faction leaders only though - these rephacks are in essence a faction-wide FR5.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:Aet: Won't change. Civilian stuff is primarily for the corporations, not the military. There are true civilian interceptors the RM can use if they dislike the Phantom.
Quick question about this edit. How does it make sense that a House's own civilian line has more of a nerf to its military than the generic civilian line?
Aet: Not sure what you mean. Military has a small nerf to civvy tech. Civvies have a small nerf to military tech. Civvies have no nerf to civvy tech.
Something I've noticed; Attempting to buy gunboat turrets on a GC Guard base as a GC IDed gunboat results in the dreaded "You must be on friendlier terms" issue.
Considering that I already have a GC ID and Guard IDs/Reps no longer exist, I reccomend we make it so the faction ID either 1: Rep-hacks you well enough to the guard faction OR lower the requirement on how much reputation getting guard-base weapons costs. The same should apply for all NPC factions.
Mission grinding to get gunboat/capship guns from your own NPC faction's base seems redundant and pointless, especially now so.
Aet: Not a rephack issue. Bases probably need to be set to the standard faction internally, which requires a mod update since that's a setting in mbases.ini
The IDs are gone but the rep/IFF still remains. They've existed long before the IDs since they were never tied to the IDs. The guard systems still remain on the server, however, and I'm not sure how much longer tbh but the rep is still tied to those.
I am aware of this. The main problem being that the big guns are tied to the Guard Rep and not the Normal Faction rep, to be clear. All I'm suggesting is either a rephack or something to avert this, since in my opinion, all it does is force players to mission grind for hours in time they could be using...
' Wrote:I hope that's not still pending... :unsure:
' Wrote:It is. I'm not making the misstake of the previous mod iteration by waiting endlessly for folk to respond. Changes can be made later, but first config will be as is now.
' Wrote:Finally, done. Changes uploaded - they just have to be put on the server itself now. I'm probably going to regret saying this, but changes can again be requested.
Official faction leaders only though - these rephacks are in essence a faction-wide FR5.
Could we get a balance Dev to talk to, please?:yes:
A shame we just now noticed the HF-Xeno nerf. We understand the concern about Widows on HF ships. But we are curious if there is a chance the cell could be changed to 75% for ships and 90% for guns. The guns themselves are exactly spectacular but that gives us a little more variety in our shooters.