From: Miami, Florida, U.S.A.
Neat, so in this case in particular, I do need to ask one more question, I am using Retreat's mod, and components have long names with a "Component type - component name" structure, this is done to allow a sort and have all types close to one another, so in the case of Hangar bays the prefix is Fighters, going to err on caution and probably rename them craft or snubs (to pay homage to Star Wars), but what would happen if the component has both tags, Fighter and bomber, but do you think that would be problematic?
I believe the logic is if the component has "bomber" in the name it produces bombers, otherwise it produces fighters.
May one ask what tools you are using to mod the DistantWorld.exe... everything in this mod is awesome but I would like to poke around in the code as well?
For example I would like to change the Graviton Beam to do less damage to small ships and more to large ships, something to not make bigger ships the only option in the game. Perhaps some other weapon balance changes too.
Thanks for the kinds words about the mod. Unfortunately my policy is to not comment about how it was made. Since the developers took active steps to prevent this sort of thing I think it is best to say nothing. Sorry.
Your idea about the graviton beam doing more damage based on ship size is excellent. I remember it worked that way in MOO2. I modded a weapon like that in Star Drive 2.
Will "Retreat1970's Unleashed Extended II + AI research orders" work with just the first patch provided on the OP or is there additional changes needed? I'm asking because I'm still getting weird crashes.
And how about ehsumrell1's star trek mod?
What sort of crashes are you getting? Merging mods is pretty easy. You only need to add the components, facilities, and research projects that I've added which are not in the other mod. Those would be the fighter bayx, the terraforming facility, and the research that enables the fighter bays.