Sleeper Service wrote:EL has copies of that blueprint in it, so it will override your changes if you use it alongside your modified infinite variant. If you want to make sure that your changes take effect then you might want to make a submod that only contains the changed blueprints and load that last. That will guarantee that the prices appear as you want.
"The AIs had emancipated themselves completely from their former masters, and even created their own ship designs..."[/i][/size]
Is that a scaled down version of the AI ship? It actually looks like it could be a station if it were bigger. Otherwise, it's so tiny.
So... What's the deal with those stun looking beams on the OP now?
EDIT: Also just had a couple random thoughts. Do you think at stations you could have a new option to hire an engineer to upgrade one of your systems? Possible at random but maybe not. It could be moderately cheaper than normal upgrades, but probably take some time and cause the fleet to catch up.
And you added many counter-Effector abilities to many augments now to counter other combat augments. I don't remember Stealth Plating saying that it protects against the Subspace Scanner or cloak jamming from enemies, but it should if it doesn't. Also I think emergency respirators could be changed to "Environmental Suits" and have the added ability of protecting against radiation! Maybe you could even give the player version a slight chance of failure for this reason because as much as I LOOOOVE, the Radiation Projector it is slightly overpowered, especially combined with new AE things like hacking.
***Personal question: do the emergency respirators work when your crew is on the enemy ship? Do mantis pheromones work when you are on the enemy ship? I know Engi med bots don't work on the enemy ship, unfortunately...
Would it be really difficult to add multiple options for trading events. For example, someone stranded who wants to sell you drone parts for fuel should have multiple options instead of just one, often their offers will either be great, horrible, or impossible because they ask for too much, but they can often be wasted jumps and I feel like if they really wanted fuel they would be willing to negotiate.
Also, regarding infinite CE... I know infinite space is basically the casual version of FTL, but to keep the tension up I thought of some slight changes. I notice that people often end up with a crap ton of missiles and drones. The costs of many things have been increased in infinite CE so I feel like fuel, drones , and missiles should have their prices doubled at least so you actually think twice about it again. Crew should also have their prices slightly increased.
Repairs could also be made more expensive so that you care about your hull. I know it's already hard to find a store, but you should also have to worry about whether you're going to have enough scrap to repair when you get there and you might want to save your scrap for upgrades rather than repairs. Hull repair drones and bombs are also OP in Infinite Space, once you get them you'll have no worries ever again, so I would advocate taking them out completely but that would probably be no fun, just saying perhaps they can be balanced in some other way? Hull repair drones not so much, but maybe repair bombs could cost more missiles or something so they become truly "emergency" repair bombs.
I know you also don't want to rewrite events for CE infinite, but i was just thinking that those events which make the fleet catch up could make them speed up a lot more. Like instead of 1 jump it could be 2-3 jumps. Now it's still not that bad because you can just got to the next sector, but this way at least if you were unlucky and they were 3 jumps behind you now all of a sudden you might have to fight them again, making them a threat and adding a bit of extra tension to those "they'll warn the fleet of you position" events.