
Nah, just kidding.
Here's v.8.1: https://dl.dropboxusercontent.com/u/561 ... 0v.8.1.zip
And here is what it does.
v.8.1 changelog
-balanced anarchy government type better
-made all governments hate anarchists
-fixed communist Ork bug
-nerfed Ork race, and some Ork components (boyz pawd, warp enjuns)
-made Orks act more Orky (almost no emphasis on research, no impetus to build facilities, moar gunz, etc)
-balanced warp tech to make it not absurdly expensive
-nerfed Haree (wayyyyyyy too smart for an Ork)
Honestly, I blame this all on Haree. The Orks were just your run of the mill super baddies before I added him. He really whipped them into shape good...so I gave him a partial lobotomy and things should be ok now.
Capshades - I know what you mean about the armor. It is meant to present the user with a hard choice, because both are arguably very useful and while you can mix them both, it will delay your ability to upgrade them to their full capacity. I may have a solution to the AI issue, though. I will address it next update.
I also hear you guys on the warp drive thing. I have a solution in mind too, all I ask is that you wait until I overhaul the energy tech tree(next weekend). In the meantime I hope the reduction to warp drive costs satiates your righteous need for balance. I honestly didn't realize it was so absurdly expensive...I was under the impression that the multiplier was capped far below 20 but I guess I was wrong. That was definitely not intentional. Its addressed now and I apologize for that.
I will also be extending the weapon tech tree more if you guys like what I have done so far. Just check out the laser weaponry techs I added to this version; that is what I want to do to every weapon.