Regarding the upcoming Vet system, and mods.

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Regarding the upcoming Vet system, and mods.

Postby Exotic_Retard » 25 Sep 2017, 13:33

So, as you may have heard, there is a new veterancy system on coming in the next patch. its going to come out soon, and it might end up breaking things.

This post is were we find a list of mods which could be broken/in need of changes.

Things to look out for:
-Changing the price of the ACU/Adding new starting units (things like blackops)
-Implementing your own veterancy changes (things like TVG)
-relying on the old system to have your mod balanced or other values in it
-other weird numbers to do with veterancy, such as xp required to level up being too high/low
-Adding new experimental units

Mods we know are going to be broken:
-Nomads: acu, exps
-Blackops, all versions: acus, exps

Mods we tested and appear to work fine:
-TVG FluffyEdit V3
-PathOfVeterancy V8 V1

Mods that need to be tested for being broken:
Dunno, post some suggestions in this thread.

How to test this before the patch is released:
Run FAF beta and turn your mod on. Its that easy. then you play games with it and see if anything is broken, or sandbox and do the same thing. In general playing games with FAF beta is useful at this point since it gives a preview of how things will work.


If you find any mod thats broken, post here with the exact name, and a description of the issue. What would also be nice is to have some of these fixed and a new version put on the vault at the same time or just before the patch hits.
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Re: Regarding the upcoming Vet system, and mods.

Postby PhilipJFry » 25 Sep 2017, 13:40

i never used TVG or path of vet before but i'm fairly certain that while the mod doesn't outright break the vet for ACUs which probably depends on the mass value in those mods to begin with makes them vet a lot faster
can't really say for sure though someone who knows the mods might wanna take a look
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