OK, big patch dropped today (4/4/25) and it will no doubt break this mod in every way you can imagine. It might take a while, but I am working on an update.
Addendum: Test version now live. Probably filled with bugs. Please report them so I can fix. Thanks!
Nope. I don't do Steam workshop. However, I'm not opposed to anyone else uploading it there for me so long as they give credit and put a link back to this page in the description.
Hey man! Love the mod! The additional repeatable projects are a nice change of pace, and having useful particle beams is pretty cool actually (every now and then a lancer will pop a destroyer like a party balloon, very satisfying).
I did run into an issue on install. I should preface this by saying I didn't install it by creating a backup and overwriting the game files. I created a separate mod folder in enabled mods, added a ModInfo.json file, and dropped the files in there. There's a missing comma on line 65 of the TIGunTemplate.json file which causes line 66 to be a string. This, in tern, caused a merge error on startup, and the mod failed to load. Also, Project_Guns doesn't have a summary in the localization files. Project_AgentOrange's looks like it got duplicated and put where the Project_Guns summary should have been.
The json merge error wouldn't matter if you overwrite the base game files, as the comma exists in file already, so only the range number would be overwritten. I figured you'd want to know though.
Thanks again for putting this out there though! Definitely a great addition!
This is one of two mods that had come to be indispensable to me when playing this game. I have chronic pain, and have very limited gaming time these days as a result, so anything that feels like drudgery is just not an option. Without this mod, the endgame is drudgery.
(Although I admit I am a little worried about the accumulation of buffs to all weapon types without any offsetting increase to armor or other means of survivability; is space in the lategame going to be like the Ukrainian airspace of today?)
Something that I assume is a bug: The particle beam ranges are kind of all over the place. Human point defenses have 1000km range and 100km doubling, alien PDs have 1000km and 1000km doubling, one of the human cannons has 325km range and 1000km doubling... Based on the description, I assume all the particle beams' doubling ranges should be equal to their vanilla max ranges? Or max ranges and doubling ranges should all be 1000km?
Alien fleets consisting of one escort with particle beam PD were just absolutely shredding my outposts with 5 T2 defense modules, so I assume this is not intended. XD
Separate note: The repeatable endgame techs are all still technologies, right? So their effects apply to everyone? Seems like most of the techs, then, don't have a real use. You decrease the damage you take, and your enemies also decrease the damage they take. You do 25% more damage to human armies, and the other humans do 25% more damage to your armies. And so on.
Could solve this by making those effects into repeatable projects, unlocked by the repeatable techs. This would also give you the benefit of them costing more research each time, so the player would have trouble getting the additive percentage reductions down to -100%.
When I find time to update, I will attempt to do exactly what you're suggesting, because you're right and it's a good idea. And fix the particle beams.
10 comments
Addendum: Test version now live. Probably filled with bugs. Please report them so I can fix. Thanks!
Missing Effect_CouncilorExposure in TIEffectTemplate.json from your latest update, Simple Mistake though you might want to know.
Love the Mod though.
I did run into an issue on install. I should preface this by saying I didn't install it by creating a backup and overwriting the game files. I created a separate mod folder in enabled mods, added a ModInfo.json file, and dropped the files in there. There's a missing comma on line 65 of the TIGunTemplate.json file which causes line 66 to be a string. This, in tern, caused a merge error on startup, and the mod failed to load. Also, Project_Guns doesn't have a summary in the localization files. Project_AgentOrange's looks like it got duplicated and put where the Project_Guns summary should have been.
The json merge error wouldn't matter if you overwrite the base game files, as the comma exists in file already, so only the range number would be overwritten. I figured you'd want to know though.
Thanks again for putting this out there though! Definitely a great addition!
This is one of two mods that had come to be indispensable to me when playing this game. I have chronic pain, and have very limited gaming time these days as a result, so anything that feels like drudgery is just not an option. Without this mod, the endgame is drudgery.
(Although I admit I am a little worried about the accumulation of buffs to all weapon types without any offsetting increase to armor or other means of survivability; is space in the lategame going to be like the Ukrainian airspace of today?)
Alien fleets consisting of one escort with particle beam PD were just absolutely shredding my outposts with 5 T2 defense modules, so I assume this is not intended. XD
Could solve this by making those effects into repeatable projects, unlocked by the repeatable techs. This would also give you the benefit of them costing more research each time, so the player would have trouble getting the additive percentage reductions down to -100%.
Addendum: Done!