![]() The main stuff - apart from removing the pirate clan, which is already in a mod - is stuff like the old "special" ships - which is also in a different mod AFAIK - and then there's the many formulas to how things work, mainly aggression/strength of dominators. Most of it (the "main game" stuff) should be in CFG//eng/lang.dat (in SRHD at least). I'm also not 100% sure where that code would be, or if it's even in the same place - and it's spread out a bit in the files I believe. I have no idea how similar the two are, so you may have to manually convert the code. Then, you could extract the formulas/code for SR2:reboot, and translate it into the SRHD version. The main problem in the begining is speed and cargo, you can use those trade stations to get info where's the best deals, and use the search function to find what you need it only cost 1 C =D.If you find some older versions of modding tools, maybe there exist some for SR2: Reboot? Good hull size, afterburner option, small size grip with 70 power. But at the start you need to go for trade and missions put the max delivery time on all the missions, RTS with no help gets you more money and xp (you can skip those if you wish).Īnother tip is to see where the dominators lose a battle and get there so you can get some of the combat junk. Unless they change too much on this version this tips are valid:Ĭheap engine is good too, if you find that module that lower the cost of the equipment and put on and engine you can afterburn as much as you like and its cheap too to get.
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