:Note: There will be some new "Clarke" modules in the ship designer, once you research Carriers. They are for your carrier fighters only, not for use on any other ships. Don't try to use them. Just don't.
::What the mod does:: V 1.21 Assault Fighters will always have the Interceptor role will always have 1 kinetic weapon 5 points of point defense / armor / shields will also have some mix of the following (depending on your tech and miniaturization levels) 1 enhanced kinetic weapon 1 enhanced kinetic weapon 1 enhanced missile weapon
Interceptors will always have the Interceptor role will always have 1 missile weapon 5 points of point defense / armor / shields 1 sublight thruster will also have some mix of the following (depending on your tech and miniaturization levels) 1 enhanced kinetic weapon 1 enhanced kinetic weapon 1 enhanced missile weapon
Guardian Fighters will always have the Guardian role will always have 1 beam weapon 5 points of point defense / armor / shields will also have some mix of the following (depending on your tech and miniaturization levels) 1 enhanced kinetic weapon 1 enhanced kinetic weapon 1 enhanced missile weapon
Update 1.2 I broke the AI's carriers! Fixed in 1.2. Nerfed the fighters' custom defense module, removed the standard defense module entirely
Update version 1.1 Was still getting Guardian fighters from Assault modules in some cases. I'd like to strangle whoever wrote the algorithm for this. Hopefully I've fixed this.
I'm a little confused about the clarke thruster. They're only for the carrier fighters, but are they automatically added to the carrier fighters or is there a way to upgrade them I'm not aware of?
Unzip the folder into Documents\My Games\GC3Crusade\Mods. I think you have to activate mods in the game options, but it's been forever since I played this game, so I'm not positive.
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:Note:
There will be some new "Clarke" modules in the ship designer, once you research Carriers. They are for your carrier fighters only, not for use on any other ships. Don't try to use them. Just don't.
::What the mod does::
V 1.21
Assault Fighters
will always have the Interceptor role
will always have
1 kinetic weapon
5 points of point defense / armor / shields
will also have some mix of the following (depending on your tech and miniaturization levels)
1 enhanced kinetic weapon
1 enhanced kinetic weapon
1 enhanced missile weapon
Interceptors
will always have the Interceptor role
will always have
1 missile weapon
5 points of point defense / armor / shields
1 sublight thruster
will also have some mix of the following (depending on your tech and miniaturization levels)
1 enhanced kinetic weapon
1 enhanced kinetic weapon
1 enhanced missile weapon
Guardian Fighters
will always have the Guardian role
will always have
1 beam weapon
5 points of point defense / armor / shields
will also have some mix of the following (depending on your tech and miniaturization levels)
1 enhanced kinetic weapon
1 enhanced kinetic weapon
1 enhanced missile weapon
Update 1.2
I broke the AI's carriers! Fixed in 1.2.
Nerfed the fighters' custom defense module, removed the standard defense module entirely
Update version 1.1
Was still getting Guardian fighters from Assault modules in some cases. I'd like to strangle whoever wrote the algorithm for this. Hopefully I've fixed this.