[1.0] Racial Restructure: Revenge of the Prime Races
Racial Restructure was the result of me being butthurt over the 'Prime', or vanilla, races being a great deal weaker than the unlockable races of the Ancients expansion. So I ~fixed~ it! Prime and Unlockable Races now have equalized bonuses across the board, as well as me fixing the two or so races that had different base attribute bonuses than they had derivative secondary statistics.
That, and I also rejiggered so all races have full 4 racial slots, with an extra Light-grade equipment instead of a Crew slot. And racial slots are now solely for gear that uses power, to make good on that benefit of racial slots.
There are some tooltips showing improperly, but unless there is a mechanical issue such as the noted equipment not being equippable(as showed up for Lithosoids at one point), I am likely not going to do anything about it. That was the same reason I used for not changing primary attributes for anything, as the primary attribute bonuses you get for free are tied to the ship and not the race directly, and I wanted to minimize the amount of work I had to do to achieve my goals.
Also there was an accident with the Brunt, which I am not a fan of, but I found no solution other than making them Tactical/Engineering, as the Barbarians aren't bright enough to pick up a secondary statistic, which would've left me at the only difference between the two being what slots they had. I might end up doing that if there if people find that unlikeable.
Edit: Oh and dump the zip-file as it is over here: "Drox Operative\Expansions\Exp1\Assets" and it should be good to go.
Edit 2: Removed alternative download link, as that site is either non-functional or have gone bad.
Last edited by eSmokefish : 08-21-2021 at 10:20 AM.
Bumping this since it looks like it was updated.
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2
hey guys @shadow I need help im sure this dont require hardcode conflicts (im hoping it dont) but I like dryad race and I like how they affect the ship crew wise... with that being said I need help switching the scavenger starter playership with the crew4 dryad crew to be used I attempt to do so but the system fail to recognize the path and was asking me to save it as another txt.file but I didn't want to mess it up so I cancelled the saving or making it possible so that I can put any race in that slot I hate being grid locked with that one race I need help with either making a mod that edits this or a walkthrough of what to change so the game dont freak out over the changes.
Update: I just realized also another few things I was also trying to assign a default Powercollecter the weakest in the game as a starter item and the slot for it and I realized the Powercollector is a medium weighted slot item the slot it's in the scavenger race is blank but im sure if some help and insight on how to go about this and maybe making this as mod is safer as well since it editing prime asspects of the game and only wish to edit to the degree where the change ain't game breaking.
also I used crew4 which I believe is the asset setup for the dryad race's crew and the scavenger's race was crew42 and I was searching the files and searching for may be causes resource conflicts and saw that the expansion dont mention the lesser prime race in it's race crew file asset for the expansion part im not exactly sure how to appourch this I have an idea but my gut tells me it will causes errors unless I know what I need to change in the retrospect of the files.
i also used the code powercollector1-1-cheap for the starting item and set basepowercollector for the blank raceslot in the empty scavenger race slot but this one of error i got whoch was system could not file location @.@ then prompt me to save it as a new file offering to save it in a code format but i feel i shouldn't have to go that extra step to change it so i kow one or more of these edits are conflicting somewhere
Last edited by Shadori Absolia : 10-13-2018 at 10:13 AM. Reason: updating progress
I really like the idea behind this mod, I think it makes the game a lot more interesting. I wasn't happy with the fact that a bunch of races had somewhat similar items in some slots (there's a lot of thruster boost, for example), so I started tweaking what was available in each slot, until I realized that the game hardcodes the type of bonus slots (they are always heavy medium light light and you can't change this), which led me down the rabbit hole in terms of customizing things until I ended up with this monstrosity.
The first issue I came across while trying to make sure everyone had different items and that every item that requires power is assigned to someone is that there's vastly more competition for medium slots than heavy or light slots. There are many types of components I would simply never even consider using because medium slots are so valuable, and, unable to change the fixed racial bonus slots, I instead opted for the perhaps somewhat more insane option of changing the categories of a number of items. For example, Shields are now a heavy component and Weapon Boosts are now a light component. Of course, this changes the game balance drastically, but I think it feels better overall.
I also added in a change to fix the issue with certain text strings not appearing. This is actually easy to solve, it just needs a new entry under the Loc/English folder for any text strings that aren't in the base game.
This version of the mod also slightly tweaks race starting items, mainly to ensure that races don't start with items they can't actually equip. There are some limitations to this, so not everyone starts with items that go in their race-specific slots, but it's pretty close.
Of course, all credit for this mod goes to eSmokefish, for both coming up with the idea and also tweaking the bonus stats, which I didn't touch at all.
Last edited by Tero : 03-28-2021 at 02:04 AM. Reason: Added changes to starting items
I also have a collection of other little mods that make various minor balance tweaks to some of the items, generally to make them slightly more competitive with other options for the same slots. These are in no way mandatory for using the mod above, but I do think they improve the overall balance when using it.
Have slightly better regen, to offset the fact that they now use heavy slots.
By far the largest of the tweaks. Bombs are, IMO, utterly worthless in the base game, doing less damage than a missile and being able to be fired only 1/3rd as often, in exchange for slight AOE damage. They now do double the damage of a missile and thus now generally achieve their purpose of wiping out trash mobs, though still have lower overall DPS due to their slower rate of fire and and generally lesser accuracy. Still, they feel at least somewhat threatening now. Mines are also slightly buffed, but not by nearly as much because they're easier to hit with.
The second biggest of the changes. Tesla is the opposite of Bomb, it's so tremendously overpowered that it nearly trivializes the game and no ship should ever be without it. I wanted to reduce the amount that it leeches per hit, but this is actually impossible, so I had to settle for somewhat reducing its uptime. It's still very strong, but no longer completely trivializes energy consumption just by existing.
Now has the same amount of total resist points as the other resists, rather than lagging behind. I think the idea is that the resist all is stronger because it gives you a little bit of everything, but it gives so many less points total that it was never worth considering, now it's a decent contender for a light slot.
Give slightly better regen, and are a little more differentiated from each other (there are tons of types of batteries out there). This is mainly to make them a little more competitive with Tesla Leech, as even after the nerf Tesla is such a strong energy generator that everything else looks weak by comparison.