[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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ok, thanks for the tipMizuchi wrote:I really wouldn't recommend using the Pirate Guild III and Improved Races (with its recent upgrade of Pirate Defenses) and XRM.weller009 wrote:gonna get that installed tonight as well as the pirate guild 3 mod , with improved races too I reckon im in for some good times ahead
XRM and Improved Races should suffice. Pirate Guild III on top of that might get a little overwhelming...

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it is notpaulwheeler wrote:Race 2 is used by Improved Races I believe.
but if you used whole race slot just to make this one function then its waste of resources and not really wise design.
IR only provides way to set relations between race1/2 and other races (hot war editor), but it does not change them neither by default or by included preset, whey are left as neutrals
it also does not change their relations to player AFAIR
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Well, it might (keyword: might), because XRM Jobs has a lot more Pirates than Vanilla Jobs.djrygar wrote:no, it wont
I have added protection, so IR willl not touch PG bases. No more IR guardians for PG bases
That was the context in which I framed my opinion.

There is also Improved Races: CE to consider; so when I say "Improved Races", I have to generalize.
Natually, one player's "overwhelming" is another player's "weak sauce", so YMMV.

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What is the name of this ship originally ? I've found it under zzplaceholder, which race uses this ship anyways
[ external image ]
[ external image ]
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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You need Cycrows Community Plugin Configuration script. The link is in the main post. Make sure you turn the shipyard pack AL plugin on, then hit the hotkey to bring up the CPC.aerziel wrote:I am having issues with the shipyard addon for the mod I can seem to find the options settings to turn on the shipyard.
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You always get a normal rapier? At least, to my recollection. Also, it's always been rather silly because you get that rapier - and the three a couple missions later - loooooong before you have sufficient rep or money(assuming you're just doing the terran plot "out of the gate") to buy weapons for them.aerziel wrote:I also think I found a bug in the mod when I tried to replay a mission using this mod the reward I got from the early terran mission the advance rapier instead I got a normal rapier that I cannot equip any weapons on it.
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