MECH MOD 1.41 Rev 1
http://steamcommunity.com/sharedfiles/filedetails/?id=1122103864
The primary goal of this Mod is to put in place a framework for character improvment. If you enjoy investing in your Staff and watching them grow and improve over time, then you’ve come to the right place.
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Hundreds of new Drivers, Mechanics, and Designers have been added.
-All stats for Improvement Rates and Potential have been increased quite a bit. You should see a nice increase in Improvement Rate and Max Potential, but it shouldn’t be too crazy. After about 20 years in game, you will see quite a few more maxed our Characters, but there will still be plenty of crappers hanging around.
-All Performance Stats of ALL Drivers have been re-randomized.
-All Performance Stats of ALL Mechanics have been re-randomized.
-All Performance Stats of ALL Designers have been re-randomized.
-All Names and appearances have been randomized.
-All Drivers Stats for Morale and Marketability have been randomized.
-All Initial Team Drivers, Mechanics, and Engineers have had their salaries normalized, leading to quite a sizable decrease across the board. This will alleviate the impact of firing all of your starting staff to make room for new hires.
-All Initial Team Drivers, Mechanics, and Engineers have had their Contracts set to expire after the first season
-All Initial Driver Traits were removed. They were then randomly assigned 2 Traits.
-All additional Drivers have been given a nice mix of random permanent and temporary Traits.
-The Pay Driver Trait has been removed. It’s ridiculously unbalanced and I couldnt figure out how to change it.
-All Mechanic Bonuses were removed. They were then randomly assigned 2 new bonuses.
-All Designer "Known Component" Traits were removed. They were then weighted and randomized by rarity and reassigned. This has lead to a greater increase in the appearance "Known Components" for Designers, but still a nice mix.
-Peak Ages have been randomized, but generally increased
-Peak Durations have been randomized, but generally increased
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-All building costs have been repriced based on importance, leading to a general increase.
-All building and upgrade times have been normalized based upon cost, leading to a general decrease
-All building upkeeps have been normalized based upon cost, leading to a general increase
-Road Car Factory and Themepark have had their costs cut dramtically as well as their incomes.
-The Tour Centre now generates more income, but costs more to initially build.
-The beginning Design Centre and Factory initial starting levels have been changed to Level 3 for WMC and Level 2 for all other Championships
-Everyone starts with Racetrack Level 1 and Forecasting Center Level 1.
–To compensate for the lack of starting buildings, your initial starting budget has been greatly increased.
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-Starting Cash has been normalized across all Championships. Higher Championships start with more.
-Race Payment Offsets have been normalized for all Championships, leading to a slight increase.
-AI Aggression of all Teams has been raised almost to the max for everyone.
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-Car design has been left alone for the time being. I haven’t had a chance to test any of the new game changes to see if this is even necessary.
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Nope. The sponsor mods I found all seem to greatly increase the money payments, which kinda goes against the philosophy of what I’m going for here. It should be harder to make money.
I’m open to suggestions though…
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* Buildings.txt
* Drivers.txt
* Engineers.txt
* HQ.txt
* Mechanics.txt
* Teams.txt
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I also prefer to play with the Game Speed and Camera Zoom Mod found here:
racedepartment.com/downloads/speed-and-zoom-mod.14093/
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I freely admit that I borrowed or was influenced by other Mod Makers while creating this Mod.
Thank you to the creators of Ice Mod, Balance Mod 1.3, Equal Start Mod, The FlamingRed, and I’m sure many others. Without you I would have never figured out how to mod this incredibly enjoyable game.
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— Mechanixm
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