This is a set of modules (Which are probably OP; please tell me how to improve them if you can, preferably without changing core things like damage, crew members given, or power production.) that are supposed to be hyper-advanced. So, for example, the “Crew Module N4N0” which can fit 600 crew members, or the “Dimensional Negater Shields” which are very good shields.
Instructions:
Step 1: Download the mod itself.
Step 2: Extract “dl” file to C:\Program Files (x86)\Gratuitous Space Battles\data\installs (Or your computer’s equivalent)
Step 3: Extract “DookCraft Laboratories” folder to C:\Program Files (x86)\Gratuitous Space Battles (Or your computer’s equivalent).
Step 4: Run the game.
What you need: Base Game (Obviously), Order, Swarm
This shouldn’t conflict with any mods.
This doesn’t conflict with the vanilla game.
CREDIT:
Cliffski for the thing this pack wouldn’t be possible without; Gratuitous Space Battles.
Darkstar for helping me through my modding troubles.
Praetors for the Purple Laser Beam from Ghosts.
Archduke Astro for inspiring me to make Dreadnought sized weapons.
The creator of the MAC mod (I can’t find it and i can’t remember who it was) for inspiring me to make my own versions of them.
Thanks for feedback and comments!
EDIT: V1.2 is out! Featuring a new target painter, a bug fix, and a new laser.
Before i launch into my feedback, I would like to say thanks for the acknowledgements in the credits
General Feedback.
A good structure to the way you have packaged the mod which makes it easy to install
A possible conflict for this mod is if a Modded race does not have the standard turret mapping convention. Consider restricting the modules to the core & DLC races
you have 2 weapons “dreadnought_mac_” & “dreadnought_mac” - the only difference is if it can fit on a Frigate or a Cruiser. Is this intentional ?
For your naming conventions of weapons, you have used some rather common options (for example “fighter_engine IV”). Consider placing DookCraft_ in front of the name. While it will not be seen in the game - there is next to no chance that it will conflict with any mod out there.
The “dreadnought_mac” and “dreadnought_mac_” IS intentional. The idea was initially that you could mount the Orbital Mac on a Space Station, but then I downloaded Classic DNs and realised it could fit Dreadnoughts as well.
I don’t know what you mean by the turret mapping. I feel like a noob XD.
I can see how that would conflict. I will change that.
EDIT:
Added dookcraft_ to the front of all modules and added a couple more I was working on, link updated.
Ah! I think I get it. Hmmm…I’d quite like to be able to use this in other mods. For example, I used the UniT Tanker to make a Warbarge with nothing but MACs in terms of weaponry. Is there any other way around this? Hmmm…
Facepalm - I forgot rule #134 of modding. So I am wrong with my earlier assessment
In other words - there should be no conflict with any other mods
Here is why:
When you created the weapons you did not restrict them to any race
Any mod where they did not map the original weapon set will need to also turn off the default weapon.
Therefore your weapons (in theory) will be treated as default weapons and will not cause any issues.
Okay. Unless I add more modules or the link breaks or someone gives more feedback I’m basically done.
EDIT: Although I need to fix a problem with a cruiser module that I accidentally made fighter size and is completely unusable because it needs 10 crew XD. But I’ll do that in the morning.