Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.
So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.
So, without further ado,
Changes with 1.2.5i(EXP5a)
-ALL Luddic Church ships added by THIS mod, excluding the Mule (LC), Brawler (LC) and Fidem, have had their shields replaced with a right-click Damper field system, similar to the Lector. This prevents the installation of any type of shield.
-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.
This EXPERIMENTAL version is savegame compatible. Further, swapping back to the old version is also savegame compatible.
Download HERE
I would really like feedback on this, so please feel free to say it's good / it's garbage.