"That gibbyones,
Writing the code of a mod that has terrible code,
No-code can work."
"Look at him working,
Fixing his mod in the night when there's nobody there,
What does he care?"
I thought id just say something people might have not realised.
Which is that this mod, was actually supposed to be a faction mod for the TSC.
"Due to Tau-A1 being so large, having a powerful navy is crucial for the many different humanoid species that once called it home. Meaning the two factions that existed before humans landed there, have huge naval traditions."
So this naval tradition, has extended to their space-ships, their design being reminiscent of WW2 ships, with large guns and thick armour, rounded at the aft and spiked at the front.
This mod was supposed to add said guns.
But by now, it has progressed from just a single turret faction mod.
And will soon have reached 5 different turrets with the "Rocket spam" update.
Possibly with two more turrets if I add US and UK turrets.
One other thing, is should I add engines? I don't know how to do them, but I can try.
Alongside armour, I will be adding some NRA armour, with very high health, but low in pen resistance, so cannons can penetrate it. (I know that's the exact opposite of real NRA, but having increased pen resistance is useless.)
I will also try to add a "automated 1x1 ammo factory", this factory will be self powered, and will come with a crew member if I can work out how to do that, so you can put one next to stuff like the katyusha and it will operate at peak efficiency while taking up hardly any space compared to the at least 5x3 needed for a 1x2 crew and factory with a generator.
+should I remove the large Bismark turret?