Congrats on the release, though just at a first glance the balance on this is awful - esp. for the capitals
I dl'd the mod and did a set of (extremely unscientific - 1v1, player vs ai in the SCVE mission) tests with whatever loadout came to mind first and of the caps I tested, 5 could beat an apex from
Apex Design Collective hands down, with no competition.
3 main things stuck out to me (outside of the caps being boring stat sticks)-
- whatever the missile cap is called - did you seriously never stop and think that 4 large missiles and 5 mediums might perhaps be op? (just drop it from the mod, there's no balancing that concept)
- the 25OP nuke launcher - It can alpha strike everything into oblivion, the long refire delay kinda doesn't matter (tone down damage & up OP cost)
- the fighters (mainly the 20op stealth fighter wing) - the high cost fighters seemed so good that the only reason why I'd ever use something else is if I don't have enough OP to spare (idk much about fighter balance ngl, but the fighters need a hard looking at)
not gonna lie I don't have particularly high hopes for the balance of the rest of the mod after this, I know it's a work in progress but some of this stuff is glaringly obviously OP.
I'll give it a shot in a normal run (and give some less "lol what were you thinking"-tier feedback), but I doubt they'll become a mainstay in my modlist for the above reasons.
also a silly lore question for my mod
that might never see the light of day - I see the UAF make heavy use of AI, are they proper members of their society or are they subservient to the humans?
EDIT : lol you forgot to add them to the bounty manager
add this to your modplugin's onNewGame() to get them to spawn bounties
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
and other players can use this command to get it to happen in existing saves
runcode com.fs.starfarer.api.impl.campaign.shared.SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");