Hey Tolmekian. Never posted in these forums before, but I'm a big fan of your ToTA fix v1.1. Last night I downloaded v2, but I haven't installed it yet and now that I read your notes a bit more closely, I'm wondering if I should.
Please give it a try. It's not like it will wreck anything. If you don't like it, just switch back to v1.1 and be happy.
See, I like stuff like Warp Bubbles and Tulan Waffle Irons and all that. And even though the AIs won't make proper use of these tech tree branches, I say screw them. I'm not hardcore enough to exploit any kind of advantage these techs might give me over the computer - I'm just in it for the funzies, you know?
I understand. That's why I never had the thought of taking them out until it hit me like lightening right after I started work to finalize v2. It's not necessarily that the AI won't use the techs, it's the very long time spent researching them. I haven't played a game of v2 myself, but i suspect players will find a leaner, meaner AI that gets further along in the tech tree because it doesn't divert to these other techs.
Also, my custom race are traders, and even though I haven't yet played this new version, I'm wondering if these trade bonus' might not be just a little bit on the crazy side . . .
Well, since I don't actually play my mod, I can't really see it from the players perspective. It looks great when I have the AI run it, though. I'm sure some crafty player could max out trading, pick a short, sweet route, and line it with trade starbases to get 1 million bc per round, but I just don't know. How 'bout you let me know?
So how much "better" is v2 over v 1.1?
I think it's a lot better, but I'm biased. It has a lot more of my personal touch than v1.1, but I also did substantial work to continue optimizing and fixing other minor errors. In particular I spent a lot of time making the evil races (Drengin, Korath, Yor) more competitive. My latest playtesting tells me the Yor really are machines and the Drengin are once again the scourge of the galaxy. in v2.1 I'm also finding errors in starbase modules, particularly race-specific modules, that prevented them from being used. So there will be yet another improvement in basic gameplay.
PS, I don’t suppose there’d be an easy way for me to just add those deleted modules back into the game?
Well, again, please do try v2, then v2.1. And since you gave a good reply and asked nicely, I'd be happy to make you your own little mod that keeps those techs. It looks like I'll also be leaving Terror Stars in, so I'm sure I can find a way to make the AI ignore them, for the most part.
Maybe I'll call it Wetballs 2.1.
Maybe not . . .