First; let me disclaim - I realize it's always easier to criticisize or back-seat drive than DO;
and editing - in writng is a completely different skill than writing.
Further, some of the "inconsistencies" are completely intentional, an excellent plot device representing that different factions or research levels have different perspectives on what has and is happening. Also, some of the inconsistencies stem from re-tooling a story already told in AM ( and in AL, some of what happens in AS seems inconsistent, of course).
Nonethless, playing AS again - mostly to try mods and playtest my own budding modifications- there's quite a few things that glare out that didn't register the first time around, patially because I was in awe, partially because you don't have the knowledge to second-guess what you're being told. I think largely, there are some actual inconsistencies simply because the various, often brilliant elements, simply weren't co-ordinated as well as they were written ( editing is a seperate skill.. so is managing and directing a project team).
In interest of some plot .. modifications I was interested in; I started looking at what could and couldn't be done.
In the short term: I was trying to change the events/missions so that when the Wargots attack; they attack a BASE
(interetingly, I just noticeed the starghost attack clearly states they ARE attackinga base - i suppose this was changed at some point)
anyway; i've poked around in a few of the mission & event files -
and i figured it was smart to ask now - ( in case I'm wasting time )
is this hardcoded or moddable?
I have a bad habit of learning what i think i want to mod is actually hard-coded. ( let's not discuss longbows in Total war; or trying to make magic swords "sharp" in T/ElementalWeevil... or making zombies grapple. LOL)
Anyway; ideally; I want the wargots to attack the player base, not resource
AND
if they win; instead of it going to the mutants, the cultists take control.
( i was looking at some of the pointers, which now i can't remeber where i saw them, hoping to find the "pointer" where starghosts mission fail/ignore goes from mutant-control to uninhabitable.)
If you could clear up if the attack target , much less result, are even moddable; I'd greatly appreciate it.
Long-Term "goals"/ Issues:
I thought i was original for thinking the Myrm. was actually underwater the whole time (in AM, i always wondered how much of the bio-mass was under-water; and in AS I couldn't believe sea-trade route were "safe" if there are land mutants.. what would the sea produce? !!!.. if the idea of the myrm. underwater driving everyone insane sounds too much like a certain Lovecraft entity; so be it)...
... then i noticed a forumite ( accounting troll, i believe) had already posted fan-fiction "amending" the myrmicol to underwater - so much for originality.
I find it odd the "male" myrmicol don't have a psychic presence... I thought the Starghost was it's 'astral projection' - see below - and kept expecting to have to face the Starghost on the wargot myrmidol missions. (in my original game, unaware of the cultist-base bug, i was constantly crippled due to losing my own bases, and had no idea the starghosts were a seperate ship/race for a good while).
I found it VERY odd that the Wargots don't destroy the Laputa; but that's another issue altogether. (as a Texan, I can't see LaPuta and not hear it with 'Spanish' ears
I find it very odd the Cultists need an electronic transmitter to communicate; perhaps a psychic booster, but, really?
The Wargot ship uses an electronic code to decide who can come onboard? REALLY?
Who ELSE does the dang thing think is flying around up there? Is it implying the cultists are making shuttles? Hoping rides on wargot transports maybe i can buy - but if they are making pilgrimages to the 'temple' (talk about the belly of the beast!) - which i can, perhaps, buy - why did we see none of them in the Wargot-Myrmecol assault missions?
My longer-term goal is to "fix" it so that the psionics, not transmitter and codes; are how the wargot's host Myrmie is communicating with the cultists -
the consequence being when you got to the temple; you are on a kidnap mission - for the high priestess that IS the real transmitter.
Only having HER; not the wargot access code, allows you to get on the Myrm
( death shield? my idea is; the MYrm has the panic ability we associate with Vivid Image circlets - and makes the crew kill each other - in turn, implying the starghost has the ability).
Even better, during the attack , she calls for help - so the temple kidnap mission is the followed by a "break-through" mission: through wargot reinforcements. If you're hurt, hope you don't mind stealth...
Blah blah blah... sorry, can't curb my enthusiam.
Proposed modding: (Longer-term)
-Story elements to support my, er "alternate history"
- Starghost may appear in Wargot missions, at least in the "ship".
- Starghost will be given the "panic" ability (which it should have anyway, even if you reject my idea of the SG as the Myrmicol's astral projection...)
- (partially done) change in Vivid Image circlet - it nows confuses, the was-confusion projector I'm trying to make into the panic device, this is for play balance as much as story
- trying to mod some psychic defense -and drop in psychic abiltiy - for each cybernetic component added to a cyborg
- (failed) added 'prone' or crouch requirement to some heavier weapons; particularly the BFG Barrett ( i laugh at the elfin Cultist Psionics shoulder-firing that monster, even though I read it's recoil isn't that painful) - was hoping to further balance such weapons with manuever loss
*EDIT: *FIXED*
- making the Barrett primarily used by Cybrogs, and MSG (or Dragonov) the trademark Cultist Psionic Sniper weapon
- WArgot overhaul. Cosmetic - and otherwise. They should be frightening; and not solely by appearances.
- (complete)Plasma weapons: the Wargot double-barrel has a burst mode that is both barrels firing. other plasma rifles, including human plasma weapons, have only single-fire mode. *cosmetic change: human plasma rifle now looks lie the only plasma most people ever see: Lightning.
- (complete)Laser changes - all the rebalance commentary i read on this seems to overlook that smply reducing the recoil of lasers makes them much more effective, even if nothing else is changed...
- Civilain weapons: it's post-apocalypse and everyone has exclusively top-line military weaponry? Expect to see mutants and militia types with revolvers, hunting rifles, and double-barrel shotguns ( ammo capacity: 2 shots or 1 2-barrel burst)
- "area of effect" fire mode for machine-guns ...! I need suppressing fire!
- Ocean-born mutants
- Attempt to utilize unused mission types included in text data files
- near-monomolecular blades that have improved armor penetration
- psionic suits that improve protection by user's psychic stat * cosmetic "runic" alteration to psionic suit
-"Psionic Ninjas" - they have natural cloaking ability, why wouldn't they find a way to channel their psychic powers into a , for example, sword? "sword" weapons with powers currently associated with the projectors. ( beware psionics with the stalker ability)- after all, ninjas and assassins [i]were[/] "cults"
- Various retexturing because I think I'm an artist.
- other ideas I forget for now.
Thank you for your - I hope- interest and feedback.

is a clear a clue as could be given, I just didn't get to that in AM. Also; as one learns more of the spores:" It is possible that the spores are intelligent beings in their own right; the coordinated nature of their actions would indicate a form of group mind. This implies that the spores, the transgenants, the biomass nodes and Planetmind are all part of a complex life cycle of a single organism. If this theory is correct, then it follows that thousands or even millions of worlds have already been ruined by this organism, and the Reticulans are reduced from a position of leadership to errand boys."

