The weapons and systems in Orion Pirates and Community Edition can be extensively modded by the SFC_Editor. EAW 2.037 has just a few variables that can be changed via the SFC_Editor. Much work is required to segregate data. This has been done in OP and CE, but not for EAW. The StarFleet2.exe has many shared variables -- but Phaser-1 range should already be ok if, I remember correctly. A hex editor can do it. I could expand the Starfleet2.txt to include Phaser ranges and missile warhead damage for the SFC_Editor...
The starting year is troublesome. You can easily superficially change it, but the game uses a net change to calculate certain things. I've tried for many hours to fix the treatment of eras and years in SFC2CE. The best way to delay the progress of technology is to add more turns per year in your dynaverse campaign in the beginning.
Type-4 drones are a compromise. You only get half as many as you'd get with Type-1 drones. They do twice the damage, but they don't have twice the hitpoints (6 vs 4). And an AMD (aka ADD) only needs one round to kill a large drone. I usually choose Type-1 drones vs human players. The large supply of regular missiles keeps a couple of my opponent's phasers or tractors busy as I saberdance. They never usually hit in a 1v1 situation. But in a fleet situation, eveything's different.
I have been thinking about getting OP, the whole concept of it was dumb in my opinion. However, in your opinion, is it worth it? Is the AI still good enough to be a challenge?
I am a fellow modder and you totally understood my points, that is appreciated. There are certain things that can only be changed in the .exe, and it sounds like there is much work to be done on SFC2.exe.
At the risk of upsetting true SFB players, there are a number of faults with SFB ship designs for a video game. It is wonderful on paper, mind you. However, in the video game, the AI has many issues with power management because there simply is not enough power for the AI to be able to use systems effectively. Sure human die hards love doing it when playing against human opponents.
I am interested in more modding options to help (AI) gameplay. Missile warhead strength is one of these ways by nerfing the damage down a bit and extend battles.(8 and 16 damage) I have been able to compensate the AI quite a bit, by just doubling hulls and increasing power by a few points. Now the AI has enough power in many cases to use ECM and shield re-inforcement, while being able to maintain a fair speed.
I am also curious if anyone else has noticed that PHG's seem to get a lot of criticals? Vs the same number of volleys of PH3's
I am not looking to have an SFB compliant mod. Which is one of the reasons I would like to extend out weapons ranges. I want more (effective) longer range engagements with phasers, photons, disruptors, etc. I get very bored with having to always do run-ins and point blank, alpha strikes in order do real damage to ships, I basically want to double those ranges.
If OP is worth it, then maybe I will upgrade to that, if all the bugs are fixed now.
Thanks for all the advice, it is appreciated.