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i completed the game before trying to modify it. so it never spoiled the challenge of completing normal game. i just did it to see what would happen,
also note, in game mods can be edited in the save file to give better bonuses, or less downsides as there is no "Set" mods, they all random developments.
also one well placed novadrone will knock out both rehanas engines and jump drive at the same time
changing the damage/cooldown etc. is pretty easy. The reason I made this mod, is to find out if it is possible to add another beam to a weapon.
That being said: I do not currently mod/play X:R.
It's only slightly better than the vanilla version, thus it is a mk1 repacement
https://drive.google.com/file/d/0B9doYKvUANwsU3B6bkVUVVdKcW8/view?usp=sharing
Only problem is to start new game, because this reloading of md-files in saved games with equipment trader.
My issue is not listing new weapons with traders (or the other changes you did) but to install it in the two slots simultaneously.
If you solved that issue I'm grateful for suggestions.
However, with extensions being very plug and play, is it feasable to make a few basic loadouts as mods? eg. twin packs of weapons
Just subscribe to a loadout you like?
But I'm more interested in solving the issue that you can't install those wepaons via a trader properly.
Most of the fighters have more than one weapon, but they are of the same type.
Do you think it would be possible to make weapon packs? Like quad plasma repeaters and such?
Short of unlocking other ships, more options for weapon loadouts would be great.
You mean firing e.g. a laser and the plasma cannon simultaneaously?
I'm not sure if this is possible
Would love to see Gosshawk's idea realized too. Been wanting an alpha strike mod, but couldn't get it to work. Looks like you might have nailed it!