[Starsector Mods][0.95.1a] TC: Archean Order: Rebalanced Fight/Lore RPG – *hotfix* 4/14/22

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Warning: This can be a Beta and isn’t assured to be bug free. Please report any encountered bugs on this thread. Thanks and have enjoyable!

The experimental model is below “Optionally available Recordsdata” on the Nexus Mods web site. It’s not included within the mirror however will likely be positioned there assuming I merge the adjustments into the present launch. Thanks for enjoying!

Recognized Beta Points
– Descriptions are both lacking or inaccurate.

Vital Please Learn:   Archean Order is a TOTAL CONVERSION and which means it adjustments/overrides plenty of core information. This makes including further mods have a number of limitations that might in any other case trigger crashes or unintended conduct. See compatibility particulars.*

If Archean Order is on the mod record and you might be utilizing different mods and encounter what appears to be like like a bug, please don’t publish on any thread aside from this one for bug/conduct stories. Even when the supply appears to obviously be one other mod within the stack hint/log, the TC nature may very well be inflicting one thing unintended and you shouldn’t trouble the mod writer till I can confirm I’m not inflicting it. Thanks for studying this and have enjoyable!

*Compatibility particulars for including further mods: Faction mods are technically appropriate and will not crash within the majority of instances, nevertheless, they aren’t balanced round Archean Order’s fight stability as a result of they’re balanced round the usual Starsector fight stability. Together with mod factions may trigger bizarre issues to occur or imbalance Nex campaigns so outcomes and experiences might differ. Any mods that change abilities will probably not work although a workaround is out there and you may ask on the discussion board thread or by way of PM and I’ll allow you to with it. Function mods and utility mods are typically okay and won’t break the TC’s fight stability although they might change marketing campaign experiences.

—–See Directions Beneath—–

Instructions to Allow

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1) Go to mod_info.json positioned immediately throughout the the primary stage of the mod listing and open it.

2) Change the worth 




3) Now you can allow the opposite mods when working the sport.

Function mods that *should not* break the TC stability.


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1) If you’re experiencing errors with markets with out NPCs and main shortages/lack of provide and demand, see this thread for an answer (on the backside of the primary web page). Please additionally get again to me with the related particulars requested for in order that I can report it- to be able to assist scale back the variety of situations of this error within the subsequent Starsector replace.

Older variations
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Model 1.2.1d (.8 model of Starsector)

Obtain and Set up Directions for New Gamers
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   –   Upon downloading the mod by clicking the hyperlink above, unzip it and click on by way of the folders till viewing a single folder above all the information. (So the file path would learn “Archean Order TC v0.8.1a/knowledge” and so on)

   –   Subsequent, drag the folders to the “Mods” listing. It ought to be positioned below one thing like: “C Drive/Program Recordsdata/Fractal Softworks/Starsector/Mods” See the picture within the spoiler beneath for an instance of what the ultimate set up listing ought to seem like.

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   -   Run the sport. When the primary display screen seems, on the very backside click on "Mods" and an inventory of put in mods ought to seem. So long as you adopted the above steps, it's best to see "Archean Order". For reference see the photographs beneath within the spoiler.

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   -   As displayed within the picture above, different mods you will have put in may also present up right here (utility mods should still be chosen).

   -   Bear in mind, "Archean Order" is a TOTAL CONVERSION -- See the warning below Enabling Nexerelin above for mod merging data earlier than disabling the TC conduct.

   -   Checkbox "Archean Order" and click on "Save".

   -   Click on "Play Starsector" and benefit from the Archean Order mod!

Mod Options

     –     Extra Dialogue Choices for Fleet Encounters
            – >   Request commodities and conflict funds from anybody you meet.
            – >   Negotiate cease-fires with hostile captains or bribe your approach out of fight conditions.
            – >   Demand commodities or cost from fleets utilizing your energy and affect.
            – >   Get tactical recommendation out of your officers, who will have an opinion of you that may impact their dialogue and efficiency.**In Growth**
            – >   Negotiate with allies to bolster your place or assault enemy factions’ fleets and installations.**In Growth**
            – >   Use marines to shield your commodities and stop boarding assaults in your vessels.**In Growth**

     –     4 New Factions
            – >   New thematic factions with distinctive ships, weapons, tradition, backstory and techniques.
            – >   Over 15 further markets together with 2 new methods of assorted factions added to the Core Worlds marketing campaign map.
            – >   New and present factions will react otherwise to your dialogue selections primarily based on their motives, character and different components.
            – >   New factions have their very own music, portraits, tech and skins.
            – >   Discover the sector to be taught extra and discover your play type.
            – >   A personalized tutorial that introduces new mechanics, ships and factions.**In Growth**
            – >   A story introducing a number of of the brand new and present factions’ characters.**In Growth**

     –     New Fight Mechanics and Techniques
            – >   Over Over 50 forms of fighters.
            – >   Fighters are smaller, sooner, extra quite a few, and might deal additional harm to ships’ weapons and engines.
            – >   Over 130 weapons.
            – >   Smaller weapons, extra weapons per ship- designed to imitate a cinematic fight expertise impressed from a number of films and video games.
            – >   New ships unfold throughout all hull courses and factions.
            – >   650+ variants.
            – >   New paintjobs for present ships – generally dramatically altering options and load-out choices.

     –     New Beginning Choices and Function-Taking part in Eventualities
            – >   Extra beginning ship selections and choices primarily based round play-styles.
            – >   Begin as a pirate, with a repute all through the sector and a small raider wolfpack.
            – >   Begin as a mercenary, with a strong monetary backer and a small elite strike power.
            – >   Customized tutorial choices for every begin, educating new strategies and abilities to achieve that function.**In Growth**

     –     An Emphasis on Story-Telling and Immersion
            – >   Wealthy background for all new factions- who will deal with you otherwise primarily based on their tradition, your repute, and your selections.
            – >   Thematic music, portraits, logos, descriptions, ships and weaponry for every new faction.
            – >   Faction colonies have customized descriptions that give perception into their historical past and tradition.
            – >   New and present factions are recognizable at a look – distinctive faction weapons and customized appearances with stat modifiers give id to their fleets.
            – >   Interact in small-talk to be taught helpful secrets and techniques and enhance your repute with others, even your officers.**In Growth**
            – >   Exploration, and investigation of hidden secrets and techniques resulting in highly effective allies, misplaced expertise, and even shaping the politics of the sector’s main factions.**In Growth**
            – >   Bioware-inspired notoriety system. Strike worry into those that’ve heard of your deeds or be often called the sector’s finest hope for survival.**In Growth**

Techniques Handbook

   –    I created this techniques handbook to offer gamers a reference level for the a number of adjustments to the fight layer current within the mod. It shouldn’t be required to play, a lot of the recreation’s descriptions will give an correct sense of issues, nevertheless it exists regardless! The tutorial may also clarify plenty of issues, however till I can get the bugs out of the story encounters there it’s disabled.

   –   As a facet observe, the function enjoying begins will ultimately require the tutorial to be performed first, however I’ll disable that requirement till it’s up and working.

Screenshots and Gifs

   –   These ought to present an honest showcase of a number of the mod’s options, however can comprise some mild spoilers, so viewer discretion is suggested.

New Dialogue Choices

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Efficiency and System Necessities

   –    Extra fight calculations and simply the additional content material/scripts within the mod will inevitably influence efficiency.

   –    Essentially the most noticeable efficiency distinction from unodded Starsector is a longer loading time at begin, particularly the primary time you load the mod.

   –    I’ve tried to optimize the place I can however there’s plenty of content material. I needed the dialogue options to be immersive, and that requires plenty of eventualities and dialogue to get it to really feel proper.

   –    It is arduous to measure- I can let you know my take a look at PC has these specs and performs pretty properly.

              OS:                     –     Home windows 10 Residence(64x)
              PROCESSOR:        –     3.40GHz Intel i5
              RAM:                   –     8G
              VIDEO:                –     NVIDIA GeForce GTX 1060 3GB

   –    Please be happy to chime in with what sort of efficiency you might be experiencing, alongside your specs.

   –    I do know it’s positively playable on older PC’s and laptops from exams, but when I have to make changes I can strive a number of issues.

Credit and Thanks

            – Alex
                   – Starsector’s creator and my inspiration in recreation design. For the numerous questions and coding assist over a number of years and the emphasis you set in direction of supporting the modding group, taking participant recommendations critically, and simply being a common throughout good man, a critical heart-felt thanks!

            – xenoargh
                   – Creator of EZFaction and a really lively and vocal member of the modding group, thanks in your enter, artistic recommendations, and all of the questions you have answered!

            – LazyWizard, Trylobot, kazi, TJJ, Deathfly, Darkish.Revenant, Tartiflette
                   – In all probability nearly all of the mods that at the moment exist use your instruments and tutorials. An enormous thanks in your help of the group!
            – Artwork and Sound Property
                   – Although the ship edits, logos, title display screen and weapons had been finished personally, factions of this mod wouldn’t be doable with out the arduous work, inspiration and beneficiant free-use permissions granted by the artists who’re chargeable for the portraits and music.

            – ***Particular Be aware*** As promised below relevant licenses, I’ll each credit score and hyperlink to the web sites of these artists! Thanks! I’ve additionally taken a few of these belongings from free artwork/sound web sites that don’t at all times particularly credit score the writer. I’ve labored arduous to confirm these sources- nevertheless, if for no matter cause you’re the proprietor of an asset used on this mod and both you haven’t been credited or I don’t have your permission to make use of stated asset, please contact me and both I’ll guarantee you might be credited or I’ll take away the asset from the mod. I utterly perceive the need for work to have the suitable credit score and I am not right here to revenue or steal anybody’s stuff. I’m simply attempting to make a enjoyable and distinctive mod expertise the present recreation would not supply!  :D

               **Dev Be aware** I’m not chargeable for the content material on the linked web sites. They could comprise mature materials that I’ve no management over. Discretion is suggested the place obligatory.

            – Illustrations
                   Andreas Rocha – http://www.andreasrocha.com/

            – Portraits
                   SineAlas – https://sinealas.deviantart.com/
                   virink.com – https://www.pinterest.com/source/virink.com/
                   Degenerate Portrait Pack –

            – Music
                   Adrian von Ziegler (bought with receipt out there)- https://adrianvonziegler.bandcamp.com/
                   PurplePlanet – http://www.purple-planet.com/
                   Ross Budgen (SoundCloud) – https://soundcloud.com/rossbugden/epic-and-dramatic-trailer-music-olympus-copyright-and-royalty-free

            – Modding Neighborhood
                – To all of the discussion board members who’ve given their recommendation, opinions, critiques and concepts – whether or not you even realize it or not – you might have been an enormous affect in shaping this mod to what it’s now and galvanizing me to proceed working to convey this mission to fruition. To say I stand on the shoulders of giants would not even do it justice. Once more, an enormous thanks everybody!


This part will likely be reserved to doc any present updates as I discover and squash bugs and proceed to reinforce the participant expertise with extra dialogue, function enjoying choices and options.

Subsequent Patch Adjustments:Tough ETA: N/A for now.

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N/A for now.

Present Patch Adjustments: Replace 1.3.5

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Marketing campaign Content material Additions and Steadiness Adjustments

 – General Marketing campaign Adjustments:
    – Revamped most new factions colonies to higher comply with trade rely guidelines per colony dimension and dimension requirements inside vanilla factions.
    – Reworked mod financial system to be extra even in market share and useful resource unfold between factions (generally) whereas hopefully nonetheless nurturing commerce alternatives for the participant by way of the simulation surroundings.
   -NEX Adjustments
      – Adjusted vanilla factions’ beginning relationships, diplomacy probability, and max relationships for all new factions.
      – Adjusted some extremes inside new factions’ beginning relations and diplomacy probabilities. (Attempting to stay to lore intentions right here, however nonetheless studying Nex to a big diploma. A primary move.)
      – Added base raiding conduct and elevated invasion energy of Adamantine Consortium. (shouldn’t have any allies and desires this to stay a risk to the participant/sector is the thought, however suggestions welcome)
                – Eliminated pirate conduct options for Nex with Adamantine Consortium and diminished colonization probability total. (Nonetheless occurs sometimes)

 — Colony Adjustments:
    – Lowered Archean Order colony dimension for a number of colonies.
    – Eliminated Orbital Station from Xolydunne so it may be extra simply raided.
    – Lowered the useful resource deposit high quality for Ilyss and Arkmaros in some areas.
    – Lowered trade counts on many Adamantine Consortium colonies.
    – Added distant Luddic Church colony with refining, heavy trade and a further navy base with a big hazard score.
    – Added two further Sci-Corps colonies to higher separate out industries and sources.
    – Eliminated Orbital Station from Yama and diminished the station at Nachiketa to an Orbital Station (down from a Battlestation).
    – Added Gas Manufacturing and Excessive Command to Gilead (primarily based within the star fortress as a substitute of the floor from a lore perspective)
    – Added Orbital Works to Tartesseus (once more not on the surface- see above).
    – Elevated dimension of Traveler’s Triumph Station to five and added Heavy Trade.
    – Upgraded Traveler’s Triumph Station to a Battlestation (up from an Orbital Station).
    – Eliminated Orbital Station from Salamanca to permit extra raiding alternatives there.
    – Modified Kazeron’s Army Base to a Excessive Command.
    – Added a normal unbiased orbital station to Derinkuyu Mining Station so as to add to its defenses.
    – Eliminated patrol hq from Yesod and Ilm.
    – Modified floor defenses to heavy batteries on Yesod. Lowered heavy batteries to floor defenses on Mazalot.

 — Fleet Composition Adjustments:
    – Lowered variety of devoted carriers in Hegemony fleets. (partly for vanilla lore adherence and in addition to create extra faction selection in battle techniques between factions)


Fight Steadiness Adjustments
 – Lowered sustained DPS of Micro Repeater and Twin Micro Repeater.
 – Revamped ballistic weapon FX below these ideas:
   – Yellow-Orange-Crimson coloration indication of assault-heavy assault-strike weaponry.
   – Bullet dimension now scales by tier to facilitate an intuitive studying of fight threats to armor and higher educate a participant when to lift shields.
 – Doubled cooldown of Part Teleporter.
 – Added weapon slots and elevated OP (if obligatory) to most civillian ships to assist stop them from being overly weak in opposition to fighters and missiles throughout retreat battles.
 – Added further weapon slots and elevated OP of some pirate and luddic conversion vessels (they’re too weak).
 – Added a rear-facing small weapon to the Valkyrie and Valkyrie MkII to assist in giving minor safety to its engines in opposition to interdiction-class missiles and upgraded the Valkyrie’s central missile weapon dimension to medium to higher fight fighters.
 – Added a built-in beam vary improve to the Onslaught XIV hull to help it is in-built foward weapons. (The AI makes use of them as a price efficient different extra typically now – even when equipping Devastators)
 – Added 3 further small weapons (rear-facing) to Buffalo MkII and reworked variants for higher synergy in assault builds.
 – Lowered per shot harm of Excaliber Cannon and Apocalypse Cannon line of weapons. Elevated recharge/hearth charge for these as properly.
 – Made some ballistic weapons Vitality harm as a substitute of Excessive Explosive harm.
 – Elevated Revenant, Paragon and Megalith armor, max flux, and deployment price.
 – Elevated Megalith, and Revenant flux dissipation.
 – Barely elevated Megalith’s base pace, eliminated all provider limitations and advantages hullmods and changed the built-in Accelerated Shields with a bigger built-in improve to defend pace)
 – Elevated armor and hullpoints for:
    – Pirate Atlas and Prometheus conversions
 – Rebalanced excessive tier vessel deployment prices. (FP price barely adjusted in a pair instances however principally the identical from earlier than)
 – Elevated pace of missile projectiles from bombers.
 – Elevated assault vary for missile projectile bombers.
 – Lowered hitpoints of missile projectiles modified above.
 – Lowered pace of section orbs from Phantom bombers. Lowered their hit factors. Doubled their flip charge.
 – Elevated flight time of Hivemind orbs.
 – Fight Capacitors now permits the 0-flux pace increase up till 90% flux whereas lively.
 – Buffed bomber protection throughout the board. Most heavy strike bombers launch their payloads from additional away.
 – Elevated bomber harm.
 – Elevated Claw bomber weapon armor penetration and diminished burst period for extra salvo accuracy.
 – Terminator Drones and Goliath Heavy Gunships will now not goal missiles or strike craft with their weapons and can as a substitute focus upon their supposed ship targets.
 – Obliterator and Heavy Obliterator now not goal fighters. (AI will not put them on autofire both)
 – Lowered harm and flux price however elevated recharge time for Gatling Laser and Heavy Gatling Laser.
 – Elevated Artillery Blaster vary by 200.
 – Elevated flux price of Guillotine Cannon to higher match the Heavy Fissure Cannon.
 – Lowered flux price of Avalanche Cannon.
 – Lowered harm and flux price per strike and diminished cooldown of the Tachyon Lance.
 – Eliminated built-in Security Overrides on Atlas MkII. Elevated OP. Added a brand new MIRV variant to pirate fleets.
 – Barely elevated Sabot missile line flight pace and hitpoints.
 – Lowered flux price of Icer Gun and Iridium Cannon. Added flux per salvo data to Icer Gun.
 – Elevated Odyssey max flux and dissipation.
 – Eliminated Apogee from being thought-about a fight provider to the AI. It ought to act extra aggressively with it is major weapons now.
 – Elevated burst harm/dps however diminished vary for the Graviton Beam and Graviton Lance.
 – Elevated flux per burst/second for the Graviton Lance.
 – Elevated hitpoints of the Atropos line of torpedoes.
 – Enormously elevated burst harm of Terminator Beam and diminished it is flux price. Dps stays roughly the identical. Contemplating rising its ordinance price.
 – Mining Blaster now not generates flux (unsure what I used to be considering there this weapon was horrible in comparison with different vitality weapons)

Bug Fixes
 – Up to date Salvage Rig and Ox sprites and hullmods. (That slipped by way of the cracks apparently between my replace from .8 and .9)
 – Fastened one other uncommon but probably doable occurance of the Hegemony Legion not being discovered whereas beginning a brand new marketing campaign and inflicting a crash. (I by no means encountered a crash, however I caught an outlier within the faction file that used the outdated id)
 – Fastened the price of a pair buffalo variants.
 – Fastened a number of the buffalo variants’ weapon mounts. (they had been imagined to be ballistic)
 – Corrected tech identify and font coloration of the XIV Battlegroup vessels.
 – Added tech sort to drones.
 – Eliminated Gentle Ion Cannon as a base blueprint in favor of it as a Sci-Corps weapon.
 – Eliminated duplicate industries and diplomacy traits for vanilla factions when working the TC with Nex.
 – Doubled flip charge of Hivemind Orb and Part Orb to assist stop timeout from maneuverable targets which can trigger pleasant hearth.
 – Decreased flux dissipation of Harbinger and Harbinger (Advert).
 – Elevated armor, hull and deployment price of Harbinger (Advert).
 – Elevated worth of Harbinger and significantly elevated worth of Harbinger (Advert).
 – Elevated Hammerhead, Falcon, Eagle, Conquest and Executor max flux, armor, and dissipation.

 – Lowered sound of Micro Repeater and Twin Micro Repeater.
 – Lowered bullet dimension of Micro Repeater and Twin Micro Repeater.
 – Eliminated override conduct of the mod on fighter wings, ships, ship methods, and weapons.
 – Reworked the pirate falcon sprite.
 – Eliminated all non-essential sprites from the graphics folder. (Could enhance load efficiency as numerous duplicates from vanilla had been saved there as a refence when spriting)
 – Cleaned up a number of extra descriptions and encounter taste dialogue. (I strive to do that as typically as I can however I at all times discover extra typos and awkard wording. I will preserve attempting to scrub this up as I am going and as I discover issues)
 – Up to date descriptions primarily based upon market adjustments within the marketing campaign.
 – Fastened minor graphical discepancy with the Astral.
 – Elevated Terminator Beam fx width.

Prior Patch Adjustments:

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Replace v1.3.4d 11/09/2019

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Marketing campaign Content material Additions and Steadiness Adjustments

 --- Marketing campaign Adjustments:
    - Now Nex appropriate!
    - Megalith spawns barely extra typically in Archean Order fleets.
    - Added 375 new portraits unfold amongst all factions together with a number of the Archean Order-specific factions.

 --- Colony Adjustments:
    - Can request faction-specific portraits for participant owned-fleets for extra faction taste customization after you have a fee with them.

Bug Fixes
 - Fastened some dialogue textual content not respecting new traces.
 - Add tech varieties to stations.
 - Corrected weapon blueprints for adjustments in theme for Adamantine Consortium and Sci Corps from final replace.
 - Fastened points with Eldrus nonetheless not being successfully plugged into the sector financial system. (Together with Nex begins with Core Worlds enabled)
 - Added Excessive Command to the brand new factions' capitals changing Army Bases.
 - Fastened potential crash on new recreation begin regarding a doable nullpointer within the start-up scripts.
 - Corrected Wolf variants for the Eldrus Guard script to make use of Archean Order variants.
 - Added Nex config for brand spanking new factions' spawn factors and capitals.
 - Corrected faction markets to not use duplicate industries (as in an improve and a downgrade of the identical trade) to stop doable future conflicts.
 - Fastened minor typo with Dealer Guilds' stations on the trade panel.

 - Sport hundreds barely sooner.


Replace v1.3.4a 10/31/2019

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Marketing campaign Content material Additions and Steadiness Adjustments

 — Marketing campaign Adjustments:
    – Superior and rarer vessels are much less accessible as a complete in markets, and may now not be salvageable by way of post-battle restoration (Enemy-wise) although you possibly can nonetheless discover them as derelicts from warzones for now (altering that later).
    – Beginning choices comprise much less beginning vessels than earlier than aside from tougher begins resembling Pirate or Adamantine Consortium.
    – Elevated minimal bounties lively at a time.
    – Lowered quantity of enemy raider bases lively.
    – Elevated payouts for bounties.
    – Eliminated use of autofit in NPC fleets.
    – Added many portraits from varied portrait packs for the participant and re-added new faction portraits as properly (with permission).
    – Eliminated a number of portraits from Archean Order factions (a lot of the anime type ones) to avoid wasting for future lore.

 — Faction Adjustments:
    – Additional elevated Luddic Church vessels’ effectiveness.
    – Lowered most factions’ use of devoted provider vessels (Improves large-scale marketing campaign efficiency.)
    – Hegemony Condor now good points Focusing on Feed ship system as a substitute of Burn Drive. (Provider adjustments make this obligatory.)
    – Luddic Church Condor now good points Reserve Deployment ship system as a substitute of Burn Drive. (Provider adjustments make this obligatory.)
    – Eliminated use of Retibution fighters, Thermal Pulsers and Thermal Cannons from Sci-Corps fleets (private desire. It had an excessive amount of of a Christmas sort of really feel :P )
    – Added many extra portraits from varied portrait packs to factions (with permission).
    – Restored the CIVILIAN tag to faction freighter conversions in order that they will not autodeploy in fight anymore. (Pirates, Adamantine Consortium, Broken, Dealer Guilds)

Fight Steadiness Adjustments
 – Frigates: Added in-built hullmod that lets frigates low-flux increase as much as 35% max flux and will increase harm dealt to fighters by 100% and incoming missiles by 50%.
 – Additional elevated hitpoints of Atropos torpedoes and Shockwave rockets.
 – Elevated flux price of Punisher Artillery System to be inefficient like different non-missile Fireplace Help weapons.
 – Barely diminished hit harm of Devastator Cannon.
 – Lowered hit harm of Antimatter Blaster by 20%. (Was too good for being so flux environment friendly regardless of the quick vary.)
 – Elevated flux per shot of Plasma Cannon. Virtually inefficient.
 – Elevated Peak Efficiency Time on many uncommon ships and all section ships.
 – Elevated armor penetration and burst harm of the Claw bomber’s mild tactical laser.
 – Lowered Heavy Thunderbolt Launcher’s harm per second by 33% (Not its strike harm).
 – All devoted carriers now have a big penalty to their low-flux pace bonus to higher stop kiting. (Carriers now completely require escorts to offset their fight vary.)
 – Lowered Fighters per wing by a spread of 33% – 50% in all instances however the highest tiered fighters.
 – Elevated fighter bay quantity in devoted carriers and most fight carriers previous the destroyer-sized hull dimension.
 – Elevated provide per deployment hole between hull sizes.
 – Elevated provide per deployment hole (barely) between pure assault-class and fighter-carrying hulls.
 – Elevated fighter alternative occasions considerably.
 – Elevated the good thing about the in-built provider hullmod lowering fighter alternative occasions.
 – Modified Barrage Hammer launcher again to alternating hearth conduct. (seems linked hearth makes it weaker to flak quite than stronger total as I had hoped)
 – Additional elevated the vary threshold of Security Overrides. (persevering with to enhance Luddic Path fight energy)
 – Lowered the CR decay per second on devoted carriers to permit them to extra successfully retreat since their pace has been significantly diminished.
 – Enormously diminished whole flux per shot of the Guillotine Cannon to make it extra environment friendly contemplating its different drawbacks.
 – Elevated time between bursts of the Heavy Fissure Cannon to make it extra according to typical ballistic strike weapons. Dps stays the identical however total strike potential diminished.
 – Shade (Advert) and Afflictor (Advert) now have Part Jumper ship methods as a substitute of their authentic design’s ship methods.

— Faction Hullmod Adjustments:
 – Easy Core Programs now improve armor by 100 along with its ordinary results.
 – Up to date Core Programs now will increase max flux by 20% along with its ordinary results, and the defend harm discount bonus has elevated.
 – Luddic Church now has much more elevated pace however diminished hull flexibility so far as weapon loadouts (Decrease Ordinance Factors) and variants have been adjusted accordingly.
    – ^(Much like Luddic Path- however a much less patched-together zealous really feel due to the elimination of each everlasting weapon failures and low PPT related to Pather hulls.)
    – ^(With these adjustments, I am hoping to supply capitalization on strengths and minimalization of weaknesses from an AI standpoint.)
    – ^(To the participant, the hulls will appear extra balanced so far as participant piloting is anxious since beforehand the hulls principally offered advantages over drawbacks.)

— Station Steadiness Adjustments:
— Ship System Adjustments:

— Ship Adjustments:
 – Elevated Legion max flux and dissipation.
 – Added a further Massive Ballistic turret slot to Legion.
 – Added further fighter bays to Legion, Executor, Astral, Megalith, Nightreaver, Epiphany, Odyssey and Pillager hulls.
 – Elevated Havok armor.
 – Elevated Shrike armor.
 – Aegis now designated a lightweight cruiser. (Higher suits its dimension and energy)
 – Added a further two Massive Synergy turrets to the Executor rather than its former side-facing medium Synergy turrets.
 – ^(Adjusted variants accordingly.)
 – Elevated Justicar, Revenant and Megalith max flux, and dissipation (diminished their efficiency a bit an excessive amount of final replace.)
 – Elevated Revenant weapon rely.
 – Elevated Megalith and Revenant fighter bay rely and ordinance factors (Not as excessive as earlier than).
 – Re-adjusted cruiser and destroyer pace.
 – Elevated Malevolent and Astral max flux.
 – Lowered Malevolent armor and barely elevated Megalth armor.
 – Added further fighter bay to Eagle to synergize wtih its commonplace ship system and soften the blow of the quantity per wing discount to fighters.

Bug Fixes
 – Fastened calculation of Easy Core System’s defend harm improve in its description to match its precise results.
 – Fastened calculation of Up to date Core System’s defend harm lower in its description to match its precise results.
 – Added rarity modifiers to all ship hulls (really missed the very presence of that column within the ship.csv file, ugh)
 – Corrected Adamantine Consortium faction begin to use appropriate ships as a substitute of the Tri-Tachyon variants.
 – Eliminated probability for an error to happen throughout marketing campaign begin because of overrides throughout the settings portion of the mod.
 – Devoted carriers ought to now act accordingly amongst all faction variants and try and keep away from the entrance traces and stay behind fight vessels.
 – Hopefully mounted problem with some faction begins inflicting Galatia to not correctly reconnect with the Core World’s financial system.
 – Jangala is now lastly a Hegemony starfortress as a substitute of a Persean League starfortress.
 – Xanathos now really acts like a black gap as a substitute of a normal star. It’s now an excessive hazard.
 – Corrected flux per salvo and different statistics. (They’re now not within the description however really featured on the tooltip)
 – Corrected the Adamantine Consortium mistakenly establishing Archean Order stations for raider bases. Now makes use of Adamantine Consortium stations.
 – Fastened publish designations for Archean Order to make extra sense from perspective on their ranks (hopefully).
 – Corrected Citizen rank for Adamantine Consortium to one thing extra applicable for that faction’s setting.
 – Added descriptions to ships, weapons, ship methods and fighters that also wanted them. (Some are nonetheless placeholders for the lore replace)
 – Fastened faction begins that generally would not assign officers to vessels.
 – Fastened faction begins that generally would not assign officers to the participant fleet in any respect.

 – Polished Adamantine Consortium stations look to have higher lighting on the edges.
 – Polished Condor (Advert) sprite to higher match new theme for the Consortium.
 – Up to date Antimatter Blaster sprite to match fashionable Starsector.
 – Elevated battle dimension defaults (can nonetheless be lowered) because of higher efficiency.
 – Hopefully elevated efficiency in late marketing campaign throughout max battles by 25%-40%.
 – Modified engine coloration of conversions that change tech to match the tech that the hull is being transformed to.
 – Lowered fleet energy variance in Random Battle and Random Fleet Battle missions.
 – Modified Retribution sprite to higher match a Hegemony-dominated manufacturing.
 – Elevated the radius of orbit for a number of Archean Order entities to assist stop their patrols from crossing the occasion horizon of Xanathos.
 – Added extra essential particulars and statistics to most weapon tooltips.

Replace v1.3.4 10/01/2019

Spoiler: click to expand
Marketing campaign Content material Additions and Steadiness Adjustments
 — New Ships:
    – Justicar-class cruiser (new Archean Order cruiser because of Revenant-class adjustments)
    – Nightreaver-class mild battlecarrier (Adamantine Consortium- cruiser-sized)

 — New Skins:

 — New Fighters:
    – Hellbeast Assault Drones (Doesn’t drop. Constructed-in to the Medusa (Advert)-class drone provider for the Adamantine Consortium).
    – Imp PD Drones (Doesn’t drop. Constructed-in to the Acolyte (Advert)-class drone provider for the Adamantine Consortium).

 — New Weapons:

— General Design Technique behind most faction/market adjustments:
    – Improve the sense of participant development. Entry to greater high quality ships and weapons ought to be extra restricted.
    – Major factions’ militaries should not dominate by stats/weapons however quite by circumstantial fleet compososition logistics or techniques.
    – ^ That being said- every major faction has its personal taste, tech choices and tactical methods. (Largely already in place, simply being regularly fine-tuned)

 — Market Adjustments:
    – Considerably elevated the price of ships throughout the board to higher match unmodded starsector.
    – Elevated price distinction between weapon tiers and elevated weapon prices generally.
    – Adamantine Consortium: Pleasant market theme now solely accommodates one music monitor as a substitute of two. That they had (imo) conflicting vibes to them and I am saving the opposite one for one thing particular lore-wise.
    – Smuggling at Adamantine Consortium or Archean Order markets now has extra critical penalties to repute with these factions.
    – Resigning a fee with the Adamantine Consortium or Archean Order now has extra extreme penalties to repute with these factions.
    – Rescuing an Adamantine Consortium officer or administrator now has a significant influence to the participant’s repute with the barons.
    – Elevated the additional price multiplier of Hegemony Legion vessels. Lowered their deployment price considerably. Faction AI buffed by ship system adjustments higher suiting their total techniques.
    – Standardized price improve multiplier of Luddic Transformed warships. Decrease than Hegemony however greater than commonplace. Lowered their deployment prices along with the advantages and downsides of the conversion.

 — Faction Adjustments: (The concept behind most of those is to extend the sense of participant development.)
    – Added customized dialogue for commissions for all new factions.
    – Added two additional variants to the Odyssey battlecruiser for the Sci-Corps.
    – Adamantine Consortium has a brand new look and theme to their vessels and fighters.
    – Added three additional variants to the Revenant battlecruiser for the Archean Order.
    – Modified Tri-Tachyon fleet composition- they need to hopefully now comprise extra destroyers and cruisers as a substitute of merely massive numbers of frigates supporting capitals.
    – Added default variants to the Lion’s Guard faction from designed variants from .8
    – Eliminated probability for Acolyte-class frigate to be present in Adamantine Consortium dreadfleets.
    – Elevated the presence of Elite Mercenary variants in Dealer Guild fleets.
    – Added extra variants for the Vigilance, Drover and Hammerhead for Lions Guard, Dealer Guilds and Persean League fleets.
    – Adamantine Consortium vessels have a extra intimidating and streamlined look.
    – Lots of the most superior and uncommon vessels are actually faraway from loot after fight. Particularly for the Adamantine Consortium and Archean Order, superior vessels are actually solely obtain-able by way of faction commissions or black market smuggling that has already had a rise in penalty.

 — Missions (Exterior of marketing campaign):
    – Added a Random Faction Battle Mission that pits the participant in opposition to a random faction’s fleets. Participant factions have round a 50% much less probability to generate capital ships of their help fleets to extend total problem.

 — Function Enhancements/Additions:

    — Stop Fireplace Adjustments/Additions:
     – Doubled the credit score price of the usual bribe.

Fight Steadiness Adjustments
— General Design Technique Behind Weapons Adjustments:
   1) All Strike weapons are actually environment friendly except they’re hitting much less efficient defenses within the case of harm specialised ballistic or vitality weapons. Vitality projectile strike weapons typically price extra flux and are much less environment friendly than specialised hitting appropriate defenses- however extra damaging for greater OP.
    2) Beams are extra environment friendly than projectile vitality weapons since they deal mushy flux. They have a tendency to have decrease dps and better strike harm than most projectile strike weapons. (Exceptions exist and usually sacrifice vary or flux effectivity to attain greater strike harm)
        3) Beams turning into Fireplace Help weapons by equipping Advancted Optics grow to be among the many longest ranged non-missile weapons, but in addition grow to be very inefficient to fireplace.
    4) Virtually all non-missile Fireplace Help weapons, together with the Ion Beam, have diminished vary, some have diminished flux prices to compensate, however are at all times inefficient.
    5) Missile Strike weapons vary from flux-free to much more environment friendly than different weapon varieties, however have decrease efficient dps both from level protection mitigation or the weapon stats themselves. Unmitigated strike harm stays very excessive, nevertheless. (So primarily alternative weapons.)
    6) Rockets and torpedoes have a a lot greater probability to get by way of level protection than hearth help weapons, however have shorter vary.
    7) Fireplace Help missiles are literally usually flux environment friendly and have for much longer vary and ease of fireside than different varieties since they’ll journey by way of allies, however are simply mitigated by pd. The much less environment friendly the missile, the extra probably it ought to get by way of pd (Thundebolt, Hurricane, Hunter, and so on)

— Particulars For Adjustments:
 – Elevated hitpoints of Shockwave Rockets considerably. Much less flux environment friendly to fireplace and has much less total dps than Annihilators, however a lot greater anti-armor functionality and longer efficient vary.
 – Elevated hitpoints of Hammer, Atropos and Reaper torpedoes.
 – Lowered flux price of Annihilator Rockets. Elevated hitpoints barely.
 – Lowered flux price of Javelin Rockets. Elevated hitpoints barely.
 – Lowered OP price of Interdiction Drones by 1 OP level, diminished refit time by a number of seconds (Made it a extra thrifty possibility than pirate Broadswords which carry out the identical function however barely higher)
 – Tachyon Lance now fires about 50% sooner, however has half the vary (2500 from 5000) and prices extra flux to fireplace to make it very inefficient. Harm per second total has elevated however strike harm stays the identical. (Was by far probably the most highly effective 32 OP weapon- particularly in a participant’s arms)
 – Razor Tri-Beam harm per second has been elevated.
 – Barely diminished Part Beam harm per second. Elevated flux price to fireplace, however solely inefficient if modified by Superior Optics into a fireplace help weapon.
 – Elevated Heavy PD Burst Laser and Paladin PD System’s harm.
 – Fury and Hailstorm rockets have much less efficient vary.
 – Beams with superior optics are actually the longest vary non-missile weapons (one or two exceptions exist).
 – Elevated projectile pace and hit harm of PD Cannon and Scythe Cannon. Lowered Scythe Cannon’s flux prices. Lowered PD Cannon’s hearth charge – Up to date description to explain weak spot in opposition to fast-firing missiles however is best in opposition to fighters.
 – Elevated sturdiness of ship-based torpedoes considerably. Elevated time to reload on these weapons. (Extra dependable, decrease dps)
 – Lowered Atronarch Beam dps barely and elevated its flux price to fireplace. Nonetheless environment friendly except equipping Superior Optics to extend vary.
 – Quadrupled the journal dimension and clip regeneration dimension for the Squall SRM. Hit harm and and emp per hit diminished to compensate. Reload charge stays the identical. (Once more attempting to make it extra dependable in a fleet setting.)
 – Terminator Drones have way more sturdy shields- harm stays the identical.

— Rebalanced most Projectile-based Assault, PD and Strike Vitality weapons above small:
     – Obliterator Cannon now offers considerably extra harm and fires at common intervals to higher match its heavy assault function. Flux prices adjusted- Hybrid weapon.
     – Heavy Obliterator Cannon now offers extra harm per shot. It prices extra flux to fireplace, nevertheless continues to be very environment friendly in comparison with strike weapons- Hybrid weapon.
     – Thermal Pulser and Thermal Cannon have elevated harm per shot. Firing charge stays the identical. Thermal Cannon now offers barely extra harm per second than Thermal Pulser and has elevated strike potential. Each have barely elevated vary.
     – Elevated Cutlass Laser and Heavy Cutlass Laser harm per shot.
     – Plasma Cannon offers extra harm per second, has elevated strike harm per salvo, and has longer vary. Prices extra flux to fireplace and is likely one of the extra inefficent strike weapons out there. Comparatively excessive OP.
     – Antimatter Blaster fees up extra shortly and might hearth fees extra typically. Extra flux to fireplace, however additional cost regeneration has additionally elevated dps significantly. Decrease vary however greater harm throughout than Plasma Cannon. Increased OP.

— Rebalanced complete line of Archean Order vitality weapons:
     – Lowered Void Driver harm per shot barely.
     – Elevated Part Cannon hit harm and diminished its vary. Dps stays related or barely diminished. No flux price however very excessive OP.
     – Eclipse Cannon now has much less vary however elevated harm per shot (elevated anti-armor effectiveness). General dps diminished however nonetheless among the many most flux environment friendly Vitality Fireplace Help weapons, although with a really excessive OP price.
     – Apocalypse Cannon Ordinance Level price diminished to twenty-eight, vary diminished by about half, elevated harm per second however diminished armor penetration. Among the many best Fireplace Help weapons, although with decrease dps than assault weapons.
     – Heavy Apocalypse Cannon vary diminished by about half, considerably elevated harm per second however diminished armor penetration. Among the many best Fireplace Help weapons, although with decrease dps than assault weapons.

— Faction Hullmod Adjustments:
 – Lowered adverse influence of Luddic Conversion hullmod on Luddic Church ships and diminished these ships deployment price. Now significantly improves dealing with quite than lowering it however causes extra harm to engines. (Luddic Church vessels nonetheless wanted enchancment.)
 – Lowered the penalty of elevated deployment price for Hegemony 14th Legion vessels. Armor now calculates as a proportion improve that varies with hull dimension as a substitute of a flat improve.
 – Lowered the deployment price discount profit related to Easy Core Programs hullmod.

— Station Steadiness Adjustments:
 – Station weapons now not generate flux on station modules. Dissipation adjusted to compensate for modules that share shields with weapons. (This could buff beams effectiveness vs some stations and helps to higher stability station modules throughout)
 – Added a number of additional excessive explosive Twin Artillery Cannons to Dealer Guilds’ stations. (It had an imbalance of anti-shield to anti-armor at optimum protection vary.
 – Now that no ships (to my data anyway) have the Focusing on Supercomputer hullmod, elevated its effectiveness to strengthen stations throughout the board. (Not in a position to outrange them as simply, if in any respect, relying on the station.)
 – Further armor and hull and light-weight defend capability for primary Archean Order station.
 – Further armor and hull and flux dissipation for Persean League (midline) primary station.
 – Redesign of stations’ defend methods. Weapon modules now not generate flux. Defend adjusted to be weaker with poor dissipation and 0% dissipation when shields are raised. This helps beams be simpler whereas conserving the protection stage the identical for different weapons.
 – Eliminated Flux Shunt on Luddic station variants of low tech. Eliminated flux capability bonuses. (Different weapon enhancements made these adjustments now not obligatory)
 – Elevated primary hightech station’s armor and hull. Elevated max flux and dissipation of weapon modules separate from shields.
 – Tri-Tachyon and Archean Order stations will now not interrupt excessive harm burst weapons because of flux venting. They are going to now not vent flux since defend venting is separate and so they have sufficient flux dissipation that venting is definitely dangerous generally.
 – Changed Graviton Lances with Heavy Obliterator Cannons on Sci-Coprs stations to offer extra stable protection quite than pure alternative primarily based strikes that grow to be unstable to the station’s long run sturdiness in some conditions.

— Ship System Adjustments:
 – Accelerated Ammo Feeder renamed to Fight Capacitors – now additionally will increase ship pace by 40 and will increase acceleration along with its ordinary results.
 – Plasma Jets regenerates a cost far much less typically and has an elevated cooldown between makes use of.
 – Energetic time for Part Shell Projector has been diminished by virtually half.
 – Interdictor Array now has fees.
 – Lowered flux price of Quantum Disruptor and Entropy Amplifier.
 – Added a cooldown to Excessive Vitality Focus. (Nonetheless has charges- extra so the AI would not burn it too quick)

— Ship Adjustments:
 – Megalith-class Dreadnought:
     – 100 much less Ordinace Factors.
     – Lowered max flux.
     – Enormously diminished flux dissipation.
     – Changed built-in Focusing on Supercomputer with Superior Focusing on Core.
     – Simpler defend resilience.
     – Elevated defend radius. (Bigger goal)
     – Elevated crew and gas necessities.
     – Elevated max crew storage.
     – Adjusted all variants.
 – Revenant-class Heavy Cruiser:
     – Redesignated and redesigned as a Gentle Battlecruiser.
     – All stats reworked.
     – Added built-in Part Area.
     – Changed built-in Superior Focusing on Core with Devoted Focusing on Core.
     – Adjusted all variants and added 5 extra.
 – Templar-class (Archean) Heavy Destroyer:
     – 15 much less Ordinace Factors.
     – Adjusted all variants.
 – Paragon-class Battleship:
     – Changed built-in Focusing on Supercomputer with Superior Focusing on Core.
 – Onslaught-class (XIV) Battleship:
     – Changed built-in Devoted Focusing on Core with Superior Focusing on Core.
     – Eliminated core stress hullmod and merged results with XIV Legion hullmod.
     – Has a a lot decrease deployment price during the last replace (right down to ~28 from 34)
 – Acolyte-class Heavy Frigate:
     – 20 much less Ordinace Factors.
     – Lowered max flux by 2000.
     – Lowered max pace.
     – Lowered flux dissipation by 140.
     – Defend resilience to 0.7 from 0.85.
     – Adjusted all variants.
 – Neophyte-class Frigate:
     – 15 much less Ordinace Factors.
     – Lowered max flux by 1000.
     – Lowered max pace.
     – Lowered flux dissipation.
     – Defend resilience to 0.7 from 0.85.
     – Adjusted all variants and added 1 extra.
 – Exile-class Gentle Provider:
     – 10 much less Ordinace Factors.
     – Lowered max flux.
     – Lowered max pace by 50% (Nonetheless sooner than the Vigilance-class).
     – Lowered flux dissipation.
     – Elevated defend resilience.
     – Adjusted all variants.
 – Wolf-class (Arc) Frigate:
     – 10 much less Ordinace Factors.
     – Adjusted all variants and added 3 extra.
 – Aurora-class Cruiser:
     – Elevated flux dissipation.
     – Elevated armor.
     – Barely simpler defend resilience.
 – Eagle-class Heavy Cruiser:
     – Barely diminished flux dissipation.
     – Prices 1 extra level/provide to deploy in battle.
 – Dominator-class Heavy Cruiser:
     – Elevated armor.
 – Pillager-class Battlecruiser:
     – Prices 1 extra level/provide to deploy in battle.
 – Malevolent-class Dreadcarrier:
     – Prices 3 extra level/provide to deploy in battle.
     – Lowered flux dissipation.
     – Sprite re-work/polish.
 – Tyrant-class Part Battleship:
     – Lowered flux dissipation.
     – Lowered armor.
     – Lowered hull.
     – Now prices 30 provides to deploy
 – Legion-class Battlecarrier:
     – Elevated armor, max flux and flux dissipation.
 – Conquest-class Battlecruiser:
     – Prices 2 extra level/provide to deploy in battle.
 – Executor-class Battlecarrier:
     – Prices 4 extra level/provide to deploy in battle.
 – Havok-class Heavy Destroyer:
     – Prices 1 extra level/provide to deploy in battle.
 – Heron-class Provider:
     – Prices 1 extra level/provide to deploy in battle.
 – Mora-class Provider:
     – Prices 1 much less level/provide to deploy in battle.
     – Elevated armor, max flux and flux dissipation.
 – Tempest-class Heavy Frigate:
     – Prices 1 extra level/provide to deploy in battle.
 – Shrike-class Destroyer:
     – Prices 1 extra level/provide to deploy in battle.
     – Lowered max pace.
 – Spectre-class Interceptor Drone:
     – Lowered hull and armor.
     – Elevated alternative time.

Bug Fixes
 – Added Provider Bays built-in hullmod to Epiphany, Exile, Executor, Drover, Medusa, and Osprey as supposed.
 – Corrected Megalith description to higher replicate its fight function and energy, in addition to its lore in comparison with marketing campaign realism.
 – Fastened and expanded station descrtiptions within the trade layer – to offer gamers a concise tactical cause to decide on a station primarily based on playstyle and faction selection.
 – Corrected the names of ranks and posts for administrative employees and floor navy for brand spanking new factions.
 – Corrected outdated repute relationship descriptions for Adamantine Consortium within the intel window from when the faction began impartial to the participant.
 – Fastened conditions the place a participant with their transponder off who was stopped by an Archean Order patrol was attacked despite the fact that they’d excessive repute.
 – Fastened conditions the place a participant with A.I cores would have them confiscated even after complying and turning their transponder on and having excessive repute with the Archean Order.
 – Corrected some drones want of crew because of lacking values within the spreadsheet as a substitute of 0s.
 – Added Fleet Paragon variant to the Tri-Tachyon Company fleets as supposed.
 – Eliminated possible- although extremely unlikely- case the place the faulty Falcon variant was used as a substitute of the Pirate Falcon pores and skin that has a big hardpoint.
 – Corrected crew necessities for Tyrant-class battleship.
 – Modified Iridium Hyperdriver to focus on fighters when no higher targets can be found.
 – Fastened problem with Guillotine Cannon firing at fighters too typically. (Strike tag was on the improper weapon)
 – Corrected conditions the place a participant would token bribe the Luddic Path and there wouldn’t be a dialogue choice to proceed.
 – Luddic Path now has customized dialogue for achievement instances for all bribe varieties.
 – Eliminated flux price of the large-slot Atropos Torpedo launcher.
 – Stations ought to now not waste strike weapons on fighters.
 – Station hangars ought to now not lose alternative time when fighters are destroyed.
 – Superior Focusing on Core (on the Paragon, Megalith, and so on) now will increase PD weapons as much as the Devoted Focusing on Core’s profit to capital ships. Normal weapon vary improve stays the identical.
 – Massive Atropos launcher now not prices flux to fireplace.
 – All station hangars now accurately have chassis storage hullmod to make sure alternative charge doesn’t lower from fighter losses.
 – Legion class now has the proper weapon varieties for the Hegemony model.
 – Hopefully corrected problem with “‘hegemony_legion’ not discovered” error upon marketing campaign begin.

 – Polished the Guillotine Cannon recoil sprite to higher differentiate it from the Heavy Cutlass Laser.
 – Continued dialogue polish.
 – Lowered Guidelines.csv inefficiency for the brand new fleet dialogue options. (Eliminated some absurdly massive rating weights, cleaned up RT listing group, and so on).
 – Improved Commodity Request script (extra efficient- consists of changes for all factions for non-upfront bribe calculations).
 – Adjusted all variants using OP adjusted weapons.
 – Slight spherical of polish on the Punisher Artillery Cannon sprite.
 – Spherical of polish on the Obliterator Cannon hardpoint sprite.
 – Lowered sound stage of Thermal Pulser and Thermal Cannon and closely diminished sound of the Fighter variant.
 – Eliminated use of ASSAULT Fighter AI tag because it has been deprecated. Changed with BOMBER tag to make sure the identical assault conduct.
 – Corrected the descriptions of hullmod adjustments and made positive to incorporate all results within the description. (couple outliers there)
 – Spherical of polish on the Malevolent-class dreadcarrier sprite.
 – All Adamantine Consortium pores and skin information have been separated into particular person hulls and their theme now higher displays the faction. (There wasn’t distinction between the 2 implementations anyway)

Replace v1.3.3 7/14/2019

Spoiler: click to expand
Marketing campaign Content material Additions and Steadiness Adjustments
 — New Ships:
    – Prometheus MkII
    – Atlas MkIII

    – New Skins:
       – Luddic Path Eagle
   – Luddic Path Crucible
   – Luddic Church Crucible
   – Luddic Path Rhino
   – Luddic Church Rhino
   – Luddic Church Wolverine
   – Luddic Path Enforcer
   – Luddic Church Enforcer
   – Luddic Path Hammerhead
   – Luddic Church Hammerhead
   – Luddic Path Condor
   – Luddic Path Mora
   – Luddic Church Lancer
   – Pirate Shrike
   – Hegemony Centurion

 — New Fighters:
    – Banshee-class Interceptor
    – Sentinel-class Heavy Interceptor
    – Goliath-class Heavy Gunship

 — New Weapons:
    – Shattercell Cannon (Small PD/Assault Vitality Weapon)
    – Heavy Shattercell Cannon (Medium PD/Assault Vitality Weapon)
    – Smokescreen Rocket Launcher (Small Anti-Fighter Rocket Weapon)
    – Heavy Smokescreen Rocket Launcher (Medium Anti-Fighter rocket weapon)
    – Twin Shockwave Launcher (Medium Strike Rockets)
    – Triple Shockwave Launcher (Medium Strike Rockets)
    – Rupture Shockwave System (Massive Strike Rocket System)
    – Obliterator Cannon (Medium Strike/Assault Vitality Weapon)
    – Heavy Obliterator Cannon (Massive Strike/Assault Vitality Weapon)
    – Burst Pulser (Medium Assault Vitality Weapon)
    – Punisher Artillery System (Massive Ballistic Fireplace Help Weapon)
    – Heavy Fissure Cannon (Massive Ballistic Strike Weapon)
    – Razor Tri-Beam (Massive Vitality Assault Weapon)
    – Heavy Autocannon (Medium Ballistic Assault Weapon) – Authentic Heavy Autocannon renamed.
    – Vulcan PD Cannon (Medium Ballistic PD Weapon)
    – Heavy Vulcan PD System (Massive Ballistic PD Weapon)
    – Micro Repeater (Small Vitality PD Weapon) – Authentic Mirco Repeater renamed.
    – Twin Micro Repeater (Small Vitality PD Weapon)
    – Cutlass Laser (Medium Vitality PD Weapon)
    – Heavy Cutlass Laser (Massive Vitality PD Weapon)
    – Proximity Mine Launcher (Massive Missile PD Weapon)
    – Trapdoor Mine Launcher (Massive Vitality PD Weapon)
    – Widow MRM Launcher (Medium Anti-Fighter Missile Weapon)
    – Heavy Widow Launcher (Massive Anti-Fighter Missile Weapon)
    – Tri-Railgun (Massive Kinetic Ballistic Weapon)
    – Iridium Hyperdriver (Massive Kinetic Ballistic Weapon)
    – Guillotine Cannon (Massive Excessive Explosive Ballistic Weapon)

 — Market Adjustments:
    – Bomb Bay is now not an out there weapon in markets. It was principally ineffective and was taking on helpful weapon selections when it spawned. (Now bomber solely)
    – Eliminated slight rarity modifier of PD Cannon spawning in markets.
    – Lowered rarity modifier of Burst PD Laser spawning in markets.
    – Now over 130 completely different weapons- not together with in-built fighter variations.

 — Faction Steadiness Adjustments:
    – One other spherical of dialogue polish. (In order I catch issues)
    – Changed Piranha bombers from pirate Enforcer-class destroyers with pirate Mauler heavy interceptors.
    – Adamantine Consortium will now not deploy many Spectre interceptor drones, and can favor Banshee interceptors as a substitute.
    – Osprey-class Gentle Provider now not autofits. Variants for every factions have been expanded to compensate. (Too many empty fighter bays in marketing campaign fleets)
    – Zero probability for non-standard fighters (faction-equipped variants) to be present in Unbiased fleets and a really, very low probability in Scavenger fleets.
    – Lowered probability for Exile-class Gentle Carriers to spawn in Archean Order fleets.
    – Separated out Doom variants between Adamantine Consortium and Tri-Tachyon Company. (Tri-Tachyons should not be utilizing phasetech weapons)
    – Modified some factions in order that once they pursue the participant for smuggling or black market exercise that they actively pursue the fleet as a substitute of generally merely harrassing.
    – Modified some factions in order that below sure various circumstances when pursuing gamers for black market exercise or contraband excessive rep will:
        – stop contraband from being confiscated.
        – trigger a adverse influence to repute quite than an outright assault.
    – Quite a few new variants for the brand new skins for Luddic factions have been added to the marketing campaign fleets.
    – Ships provides monthly is far decrease, common amongst tech tiers and primarily based on hull dimension. (I felt it was unncessary now with month-to-month prices per crew filling the identical function)
    – Added an enormous quantity of variants using new weapons and fighter craft for many conventional participant enemies.
    – Added new variants using new weapons for main factions such because the Hegemony, Dealer Guilds, Luddic Church, Adamantine Consortium and Sci-Corps.
    – Redacted now have extra variants, make the most of a higher number of weaponry, and within the earliest instances are much more strong and well-armed than earlier than.
    – Adamantine Consortium now begins hostile to the participant in most recreation begins. They’re an evil, cruel faction and may act as such. (Gamers can nonetheless grow to be pleasant by way of tribute – a.ok.a bribery)

 — Blueprint Adjustments:
    – Pirate Talon is now a pirate blueprint unlock as a substitute of a base blueprint.
    – Luddic and Pirate blueprints are now not unlocked by tiered tech blueprint units (lowtech specifically).
    – Bomb bay is now not a blueprint.
    – Spectre-class interceptor drones are now not unlocked by the Admantine Consortium blueprint package deal.
    – Added Cobra heavy bomber and Banshee heavy interceptor to the Admantine Consortium blueprint package deal.
    – Apocalypse Cannon is now extremely uncommon as a substitute of legendary.
    – The Heavy Apocalypse Cannon is now a legendary bp.
    – Goliath-class Heavy Gunship has been added as a legendary bp.

 — Function Enhancements/Additions:

   Stop Fireplace Enhancements:
     – Adamantine Consortium fleets might be extra efficiently negotiated with for those who rent one among their officers and so know their politics.
          – New description, dialogue and doable outcomes when negotiating Stop Fires for:
      – Archean Order
      – Adamantine Consortium
      – Pirates
       – Luddic Path
     – Bribes
      – Bribe outcomes and descriptions are extra faction particular for some factions to shed extra mild on how efficient bribery will likely be for that faction’s commanders.
                – Elevated base probability for bribe requests over outright refusals when trying a bribe-free Stop-Fireplace.
                – Pirates can have a good higher probability to ask for credit quite than battle when trying bribe-free Stop-Fires.
      – Pirates will settle for bribes and ask for bribes over combating even when vengeful to the Participant’s faction.
      – Much less lawful factions just like the Luddic Path, Adamantine Consortium and Pirates will now give a repute increase for profitable bribes as much as a sure repute stage.

Fight Steadiness Adjustments
 – Barely elevated deployment price of Legion, Megalith, Malevolent, Tyrant, Astral, and Paragon.
 – Elevated vary of Rapier SRMs. (From 900 to 1200)
 – Barely lowered max fees for Micro Blaster and diminished the quantity of fees returned every recharge cycle.
 – Nova Cannon proximity blast radius is doubled, and the fuse vary is doubled, however the fuse will now solely set off on missiles.
 – Elevated Nova Cannon harm by 20%.
 – Elevated Machine Gun harm by 25%.
 – Elevated Electron Cannon harm by 33% and elevated vary to 450. (Up from 400)
 – Elevated Pulse Laser Harm by 50% and elevated vary to 450. (Up from 400)
 – Elevated Assault Beam harm by ~15%.
 – Elevated PD Beam harm by ~40% and elevated vary to 350, up from 300.
 – Elevated Squall SRM hitpoints by 200%, missile pace and switch charge by ~600%, and vary by 200. (Was VERY underwhelming for its tier in bigger battles)
 – Lowered Atropos Torpedo flip charge by 40%. (I am hoping this reduces the probabilities of the AI losing it in opposition to slower fighters like gunships)
 – Modified Ion Cannon and Heavy Ion Cannon to now have regenerating fees, however additionally they deal extra burst harm both by way of sooner firing or harm per shot.
 – Fissure Cannon (previously Sunder Cannon) has elevated vary (500 to 600). The fighter variant vary stays 500.
 – Iridium Cannon has elevated vary. (500 to 700) The fighter variant vary stays 500.
 – Scythe Cannon has decreased vary. (600 to 500)
 – Assault Autocannon has elevated vary. (600 to 650)
 – Icer Gun has elevated vary. (600 to 700)
 – Lowered projectile velocity of Phalanx Cannon and Hypervelocity Driver. (They had been a little bit too highly effective and hopefully this may stability them out a bit)
 – Elevated flip charge of Strike beams to assist stop the A.I from losing them whereas maneuvering to evenly distribute armor harm.
 – Apocalypse Cannon is now 30 op (down from 32)
 – The Heavy Apocalypse Cannon is now an out there weapon at 32 op.
 – Elevated well being of destroyers and frigates by ~15-20%. (Barely higher balances out the energy of cruisers’ quick access to fighter bays)
 – Elevated harm of Ion Pulser by ~70%.
 – Rebalanced stats and OP price of medium ballistic line of weapons.
 – Hivemind nanite clusters now go immediately for the kill quite than searching for the goal’s engines.
 – Barely diminished deployment price of Aegis cruiser.
 – Elevated max flux of Aegis and Eagle cruiser by 1000.
 – Elevated flip charge of Flak line of weapons, and elevated their charge of fireside by ~25%.
 – Eliminated stealth minefield from midline starfortesses and added it to the hegemony starfortresses as a substitute of the usual mine area.
 – Lowered Trebuchet missile pace barely to higher separate it from the Harpoon in effectiveness.
 – Lowered distance for Sabot missile to enter is second stage to permit level protection extra time to take it out, and diminished its hitpoints. It was too dependable earlier than for its tier.
 – Enormously improved Thunderbolt missiles strike potential, and elevated the pace of the secondary warhead. This could really feel scarier than Harpoons or Sabots now, as supposed.
 – Normal re-work of missile stability with the purpose of creating excessive tier missiles extra engaging, and rising the reliability and vary of others.
 – All carriers now have a built-in hullmod rising the alternative charge of all outfitted fighter craft by 50%.
 – Massive buffs to the Colossus-based Pirate and Luddic Path variants.*
 – Massive rework of a lot of the early Redacted vessels, and plenty of others have many extra variants to offer extra selection to marketing campaign fights early on.
 – Security Overrides hullmod vary discount threshold elevated to 950 from 450. (One of many major causes this hullmod and the Luddic Path had been suboptimal).
 – Luddic Conversion hullmod now permits for extra flux and dissipation for its advantages.
 – Normal re-work of Massive Ballistic weapons now that a number of extra have been added. Most notably, a big buff to the Excalibur Cannon.

 — Overhauled flux prices of the whole rocket line of weapons:
     – Lowered flux price of Shockstorm rockets per salvo by 50%, elevated max rockets for medium variant, and elevated rocket pace and vary barely. (Massive buff total)
     – Elevated flux price of Annihilator rockets (small variant) by 25%, however flux prices for medium variant diminished to match flux per rocket of the small variant.
     – Annihilator rockets (small variant) now will get 4 rockets again on reload (was 2) although reload time per rocket (DPS) stays roughly the identical.
     – Lowered flux price of Javelin rockets by 25%, and diminished their flight pace.
     – Lowered flux price of Fury Rocket System and Hailstone rockets by 33%.

 — Overhauled Fighter Fight Layer —    
 — Not the entire particular person adjustments will likely be documented. Listed here are some common factors:
     – Now over 60 completely different fighter wings.
     – All fighters now have restricted ammunition which provides them a selected fight time earlier than some sort of rearmament is required.
     – Rearmament design-wise is meant to offer ships a window of restoration between strikes and scale back fighter swarming in favor of assault wave conduct.
     – Rearmament stats are distinctive to every particular person fighter weapon, although some common guidelines apply:
     – Magazines of fighter weapons solely final round 5 seconds of lively fight time.
          – Non-missile weapons will reload their magazines in a set period of time, usually 12-20 seconds relying on the the fighter function. (AI cannot deal with finite ammo)
     – Missile weapons virtually at all times require redocking with the provider, and sometimes have much more restricted ammunition than non-missile fighter weapons.
     – Fighters, gunhsips and interceptors that use finite missiles will normally redock with the provider instantly, or quickly after they’ve used all of them.
     – Largely eliminated using flares in midtech and low tech fighters, gunships and bombers. Solely the very best tiered craft will use them.
     – Fighters now deal 200% further harm to different fighters, making interceptors and anti-fighter roles a critical risk to unescorted bombers and gunships.
     – Fighters now deal 200% further harm to ship hardpoints (weapons and engines), up from 150%.
     – Steadiness move on most fighter alternative charges. Some have elevated charges, some have decreased charges relying on stability changes. As a mushy rule, nevertheless:
          – Bombers have elevated alternative occasions. (In addition they are likely to have the very best strike impulse)
          – Gunships have been moved to intently match Bombers of their alternative occasions. (In addition they are likely to have the longest lively fight occasions and largest magazines)
          – Fighters have barely diminished alternative occasions. (They’ve varied specialised roles)
          – Interceptors have reasonably diminished alternative occasions. (They’re highly effective bomber/gunship killers, and essential escorts in your personal fighter/bomber/gunship strike teams)
     – Eliminated Fighter Programs hullmod’s impact on weapons in favor of fighter-specialized weapons. Fighter weapons are actually much less efficient in opposition to ships.
     – Although nonetheless current for descriptive taste, Restricted Vary Finders hullmod on fighters would not really do something. Vary is dealt with by way of fighter weapons.
     – Lowered well being and shields of excessive tech gunships and bombers and a few midline and low tech gunships and bombers.
     – Lowered common well being of the upper tiered fighters, and any fighters that use shields have a lot decrease flux dissipation to make PD beams simpler in opposition to them.
     – Rebalanced OP price round new fighter craft additions that had been added in a number of the more moderen updates.
     – Lowered OP price and effectivity of some pirate fighters even additional, whereas balancing different weaker ones to make them helpful to the participant in some circumstances.
     – Many low tech fighters, bombers, gunships and interceptors now have correct OP prices contemplating their fight effectiveness.
     – OP to Energy ratio when scrolling up and down the “equip fighter wheel” on the refit display screen ought to now make extra intuitive sense.
     – All fighter weapons are actually added to the codex with a primary description of how fighter weapons differ from commonplace ship weapons in addition to arduous weapon stats.
     – Steadiness move on fighter crew necessities and prices. Normal improve in crew required for gunships and bombers, scaling higher with dimension.
     – Steadiness move on fighter mass. (Would not make an excessive amount of a distinction however documented anyway simply in case).

Bug Fixes
 – Corrected problem with Stop Fireplace requests not engaged on patrols who’re attacking you from smuggling or black market exercise.
 – Fastened problem with overspawning faction-specific fighters in Unbiased and Scavenger fleets.
 – Corrected Pirate Talon bug with base blueprints.
 – Devastator Cannon ought to now correctly hit ships alongside sure angles of fireside that induced the proximity fuse conduct to set off early.
 – The Nova Cannon ought to now successfully hit ships always, making it extra according to the supposed twin assault/pd function.
 – Eliminated unintentional probability for Fighter-class Gentle Pulse Laser to spawn in marketing campaign markets or loot.
 – Added an outline to the Archean Order station’s heavy anti-capital weapon within the codex.
 – Hopefully resolved points with Hailstone Rockets and Fury Rocket System generally inflicting the flameout slingshot conduct on ships.
 – Corrected the Adamantine Consortium Condor pores and skin to now not change its medium missile mount to vitality.
 – All fighter wing descriptions ought to have the temporary abstract portion that describes their function.
 – Fastened merge problem with Helmsmanship ability stacking on high of the unique model.
 – Right equip-screen description of Militarized Subsystems to higher replicate what downsides it removes from civilian hulls.
 – Hivemind nanite clusters now successfully hit ships in any respect angles.
 – Corrected Easy Core System’s description.

 – Resulting from cupboard space, variations decrease than v1.2.1b are now not downloadable, although their patch notes will stay documented.
 – Sunder Cannon has been renamed to Fissure Cannon to keep away from confusion with the Sunder-class destroyer. XD Will need to have been in a rush on that one lol.
 – Spherical of polish on the Heavy Apocalypse Cannon’s sprite.
 – The Heavy Autocannon has been renamed to the Heavy Twin Autocannon.
 – Slight spherical of polish on the Velocity Cannon sprite.
 – Micro Repeater has been renamed to Micro Blaster as a result of the unique identify felt higher for a PD weapon and this was extra of a strike weapon.
 – Guardian PD System has been renamed Paladin PD System to match unmodded Starsector for the reason that weapons share related roles.


Replace v1.3.2b 3/04/2019

Spoiler: click to expand
Content material Additions
 — New Shipsystem:
    – Part Shell Projector (Malevolent-class Dreadcarrier).
        – 20 Second activated buff.
        – Reduces harm taken by the carriers fighters by 90% for the period.

 — New Strike Craft:
    – Sabertooth Gunship. (Heavy Strike)

 — New Weapons:
    – Hailstone Rocket Launcher (Small).
    – Fury Rocket System (Massive).

 — Marketing campaign Adjustments/Additions:
    – Elevated base payout for beginning fleet bounties (pirates) and the payout per stage of upper tiered bounties (deserters).
    – Resulting from efficiency enhancements within the final official Starsector launch, elevated default whole battlesize to 200, and max whole battlesize to 400.
    – Independents and Scavengers are actually a lot much less probably to make use of Luddic Church, Luddic Path, Pirate, or Hegemony fighters, ships and weapons.

Fight Steadiness/Content material Adjustments
 – Autofit now has extra variants out there as purpose variants than the final launch for a lot of hulls. I feel this may occasionally assist improve selection whereas nonetheless sustaining core fight effectiveness.
 – Extra selection in strike craft and weapons for the Lions Guard and Dealer Guilds.

Bug Fixes
 – Sci-Corps Stations will now accurately seem within the marketing campaign map.
 – Up to date Fireplace Help missile weapon descriptions to precisely replicate the 50% flux per salvo discount.

Replace v1.3.1 2/28/2019

Spoiler: click to expand
Content material Additions

New Ships

  • Malevolent (Capital-class Dreadcarrier)

New Strike Craft

  • Mauler (Heavy Interceptor)
  • Mauler (Pirates)
  • Barbarian (Base Gunship)
  • Warrior (Lowtech Gunship)
  • Talon (Hegemony)
  • Talon (Luddic)
  • Talon (Tri-Tachyon)
  • Talon (Pirates)
  • Vanguard (Hegemony)
  • Vanguard (Luddic)
  • Warthog (Hegemony)
  • Warthog (Luddic)
  • Broadsword (Pirates)
  • Broadsword (Adamantine)

Marketing campaign Adjustments/Additions

  • New/changed stations for a lot of main factions strongholds. Now there ought to be much more tactical variety even amongst tech tiers.
  • Adamantine Consortium has a capital-class provider and a novel heavy fighter(pores and skin) added to their fleets.
  • Nightmare-class heavy fighter is now distinctive to the Archean Order’s fleets.
  • Pirates have distinctive fighter(skins) added to their fleets.
  • Elevated Adamantine Consortium aggression, diminished Archean Order and Dealer Guilds aggression.
  • If not already current within the final patch, added Adamantine Consortium strongholds to the record of participant colony threats.
  • Derelicts have elevated in problem to match pirates. Pirates have had their fighter numbers significantly weakened.
  • Elevated the beginning participant fleets for any new recreation begin to roughly match early pirate bounties in dimension.
  • The 2 adjustments listed above ought to make both salvage or bounty looking a superb beginning possibility for any new recreation.
  • Added a lot of the new recreation begins out there to the bottom recreation from .9 to the Regular Begin possibility record.
  • All new begins now comprise a cargo freighter of some sort and a small provide of pd weapons.
  • Pirates now have distinctive fighter craft. These are significantly weaker than commonplace fighter craft, however might be deployed extra simply.

Station Battles

  • Balanced most factions’ station type to match their respective technological entry and doctrine.
  • Upgraded the tier of some stations, and added some the place none existed. The aim was higher faction stability.
  • Distinctive station appears to be like and/or loadouts for Hegemony, Pirates, Sci-Corps and Luddic factions

Blueprint System

  • Added Blueprint Packages for Adamantine Consortium, Dealer Guilds, Persean League, Sci-Corps and Tri-Tachyon Company.
  • Additional separation of tech tiers with extra base strike craft out there initially.
  • Increased tier variations of some base strike craft bp out there as single drops or within the varied tech/faction bp packages.
  • Added icons to all blueprint packages.
  • New legendary blueprint packages.

Steadiness Adjustments

  • Elevated OP price of Talon to 2 from 0. Its fight effectiveness stays unchanged. Pirate model has 0 OP requirement.
  • Hegemony now has barely higher fighter craft with a tactical deal with anti-ship weaponry. They now not use bombers fairly often.
  • Luddic Church and Luddic Path have new fighter craft skins with distinctive loadouts.
  • Increased tier fighter craft has elevated the Luddic factions’ navy efficiency by a noticeable diploma. To not the diploma of the very best tier navy powers, nevertheless.
  • Barely adjusted sprite for Perdition to match its function as a Luddic heavy bomber. Now has two side-turret Machine Weapons to help in opposition to interceptors.
  • Tri-Tachyon Company now has a heavy interceptor to help their superior interceptor drones.
  • Hercules-class Heavy Gunship has had its major turreted weapon upgraded to a twin cannon, and has an up to date sprite.
  • Hydra-class Gunship has an up to date sprite.
  • Added defend modules to the edges of Dealer Guilds’ battlestations. They had been barely weaker -defensively- than supposed.
  • Modified rocket launch conduct. Solely a minor adjustment in total performance, however a special start-up to full pace. (Lowered launch pace however significantly elevated proj acceleration).
  • Marauder, Warthog, and Gauntlet are actually base bps.
  • Vanguard is now a low_tech bp (tier 1).
  • Rebalanced Luddic Church Condor variants.
  • Elevated Paragon’s max flux by 8000, flux dissipation by 300, and armor by 300. It was barely too weak in comparison with related tiered vessels and generally could not make use of all its weapons when surrounded.
  • Lowered fighter alternative charges throughout the board. I put an additional particular emphasis on drones and interceptors that appeared to spawn repeatedly, and tended to solely barely improve bomber deployment charges.
  • Increaed PD Beam harm by ~40%-70% accross the board. This may not intrude with missile effectiveness (aside from make them higher in opposition to torps which is their supposed objective).
  • Modified Superior Optics hullmod to solely improve PD beam weapons by 200su (down from 500su) to stability the massive harm improve for these weapons.
  • Lowered the vary bonus on PD weapons on ships equipping Tremendous Pc hullmod by 10%.
  • Lowered the vary bonus on PD weapons on ships equipping Superior Focusing on Core hullmod by 20%.
  • Lowered the flux price of all Fireplace Help Missiles by ~50%.

Bug Fixes

  • Corrected points with rockets sending flamed-out ships launching away at massive speeds.
  • All assault and strike beams now pierce fighters. Fighters now take 60% much less harm from beams.
  • Fastened Templar Strike variant’s weapon teams.
  • Corrected Hegemony and Adamantine Consortium ship dimension in fleet doctrine.
  • Forlorn Hope mission’s flagship is now the Escort variant of the Paragon as a substitute of the Raider variant.
  • Corrected OP of Condor(A) variants.
  • Fastened bug when hiring faction officers, added textual content for faction directors.
  • Fastened bug with procurement missions not in a position to be turned in.
  • Fastened bug with some bar missions not in a position to be turned in.
  • Fastened bug the place your crew wouldn’t go away even for those who owed them appreciable debt.
  • Corrected problem with Tri-Tachyon blueprint package deal including Persean League ships, fighters and weapons.
  • Fastened bug the place blueprints of upper tiers had been empty of hulls, weapons or wings.

Replace v1.3.0 1/19/2019

Spoiler: click to expand
Content material Additions

Up to date for Starsector 0.9a options

New Ships

  • Shrike
  • Gremlin
  • Guardian
  • Radiant

New Ships

  • Cobra
  • Perdition

Station Battles

  • Stations are available 3 tiers, like the bottom Starsector authentic design.
  • All factions now have stations guarding their major strongholds, with station energy various relying on the colony’s significance.
  • New station varieties for a few the brand new factions and up to date present faction’s stations designed round Archean Order’s stability.
  • Elevated energy distinction between tiers such that upgrades have extra influence.
  • Third tier stations can single handedly fight a number of fleet deployment waves.
  • Lowered station deployment price to permit for extra escorting fleet ships.
  • Third tier stations can single handedly fight a number of fleet deployment waves.
  • Station upgrades usually influence no less than 3 of 4 common areas. See description textual content for particulars. Normal improve areas listed beneath
  • Lengthy vary strike functionality.
  • Fighter wing additions/fighter protection functionality.
  • Defenses, both stronger present ones or further layers of protection.

Blueprint System

  • Full rework of blueprint spawn charges to stability for Archean Order’s tiered weapon stability.
  • Base blueprints are a lot smaller in quantity, however blueprint unlocks are extra assorted and barely extra frequent within the case of packages.
  • Blueprint packages spawn in three tiers for every tech sort with rising drop rarity as tier energy will increase.
  • New extremely uncommon blueprints and packages give entry to probably the most highly effective weapons, hulls and fighters out there.
  • Blueprint traces out there for many factions, to extend replay-ability and provides a bit extra randomness to loot.
  • Every blueprint line unlocks a number of units of blueprints primarily based on the factions preferences much like tech tiered packages.
  • Blueprint package deal traces primarily based on factions spawn at various charges relying on the energy of the blueprints unlocked.

Procgen Autofit System

  • I attempted to do my finest to playtest sufficient to deal with this on a case by case foundation the place doable. Because it at the moment stands:
  • Most excessive tech capitals or greater finish variants of cruisers or destroyers counting on massive weapons for stability is not going to autofit.
  • Most vessels beneath the cruiser stage will autofit primarily based on faction weapon doctrine.
  • Hopefully the above adjustments will present a secure, balanced expertise with factions but significantly improve total npc fleet variance.

Steadiness Adjustments

  • Merged a number of of the brand new factions’ minor colonies with their close by stations to additional enhance marketing campaign efficiency. See beneath for particulars.
  • Description textual content stays to separate the 2 entities (like Jangala), however their markets are actually shared.
  • Merged markets will likely be displayed with out the station within the starmap.
  • Elevated Interceptor and Fighter refit time throughout the board.
  • Constructed-in drones, resembling these discovered on the Acolyte or Tempest, are actually typically changed much less shortly than commonplace Drone LPCs.
  • Elevated hit energy of graviton beam line of weapons by ~25%.
  • Elevated defenses of midline capitals considerably to higher align their fight functionality with different tiered tech counterparts.

Bug Fixes

  • Corrected assault run ranges of some bombers that led to them not releasing their payloads quick sufficient when partaking a focused enemy.
  • Corrected falcon_d pores and skin’s weapon adjustments in order that its massive weapon is now a medium weapon as supposed. A improper id was inflicting it to vary one among its missile slots.

Replace v1.2.1d 4/15/2018

Spoiler: click to expand
Content material Additions

  • Two new frigates, the Neophyte and Exile, have been added to the Archean Order fleets to be able to higher diversify their techniques and ships from the Adamantine Consortium.
  • Added new skinsvariants for the Condor-class Gentle Provider and Scarab-class Drone Provider present in Adamantine Consortium dreadlord fleets.

Steadiness Adjustments

  • Lowered upcharge, elevated recharge of Iridium Cannon. -This can permit Hellcats to fight interceptors a little bit higher. Earlier than they might virtually by no means successfully goal them. They’re nonetheless inaccurate at it, simply much less so.
  • Changed one of many Drover-class Gentle PD Provider’s Hydra Gunship wings with a Hercules Gunship wing to offer it a good quantity of assault potential for an insiginifcant loss in total PD energy.
  • Elevated Peak Working Time of Megalith and Tyrant.
  • All Interceptors/Fighters/Bombers/Gunships of the identical tech stage can have the identical fight vary. (Ought to remedy AI points with carriers and permit for extra various fighter-type mixtures).

Bug Fixes

  • Fastened min crew necessities of Hydra, Renegade, Liberator, Cyclops and Hellcat fighter-craft.
  • Fastened OP of Hegemony, Pirate and Luddic Church Condor skins. Variants adjusted accordingly.
  • Atlas now accurately learn as a capital ship, so Transformed Hangar hullmod will add 2 fighter bays, as supposed.
  • Corrected Askonia Gate orbit to match close by entities’ orbit pace (now they should not collide within the late marketing campaign).
  • Corrected late-game marketing campaign points with Archean Order and Tri-Tachyon in Hybrasil. Archean Order strongholds are a lot, a lot farther away from the system’s star. (There ought to be much less hi-tech particles and the markets ought to hopefully be a little bit extra secure.)
  • Hyperion-class frigate now has Delicate Equipment hullmod built-in.
  • Slight re-work of Wolf (Arc) pores and skin sprite.

Replace v1.2.1c 4/9/2018

Spoiler: click to expand
Steadiness Adjustments

  • Elevated harm of Pulse Laser by 25% (greater hit harm).
  • Lowered recharge charge and burst harm of Burst Siege Beam. Nonetheless retains its Fireplace Help vitality function, however harm ought to now be extra according to these sorts of weapons.
  • Elevated variety of fees of Burst PD Laser by 1, elevated its recharge charge per cost barely, and elevated its burst harm by ~20%.
  • Elevated variety of fees of Heavy Burst PD Laser by 1, elevated its recharge charge per cost barely, and elevated its burst harm by ~20%.
  • Elevated cost regeneration charge of Guardian PD System by 30%.
  • Pulse Beam vary diminished to 300.
  • Elevated shot harm of Void Driver considerably, however diminished its recharge charge to an identical dps. Must be way more efficient, particularly in opposition to missiles, and extra adequately replicate its description.
  • Barely diminished efficient shields of Liberator and Renegade fighters.

Bug Fixes

  • Fastened skeleton crew calculation of Transformed Hangar hullmod.
  • Corrected sound points with Ion Torpedo, Micro Repeater, Iridium Cannon and Icer Gun.

Replace v1.2.1b 4/8/2018

Spoiler: click to expand
Content material Additions

  • Improved Bribery mechanic: Now additionally permits for bribery upfront- significantly will increase the probabilities of a profitable ceasefire negotiation.

          – Can embody a number of increments of bribes(with various ranges of cultural implications per faction) to will increase probabilities of success- the very best bribe virtually ensures success with sure factions.
          – Ought to the participant select to not bribe upfront and the negotations fail, the participant can have a second alternative to bribe the enemy commander at the next price.

  • Improved Stop-Fireplace mechanic: Now can efficiently negotiate a ceasefire with Vengeful rep Pirates (was assured to fail earlier than) and new bribery mechanics permit for extra controllable, constant outcomes for the participant, ought to they actually wish to keep away from a battle.
  • 2 new missions that includes the Hyperion-class Experimental Frigate as a flagship.
  • Added 3 new beginning choices for brand spanking new factions- now consolidated with the previous two additions below “Superior Begin”.
  • Consolidated “Regular Begin” choices (containing the essential begin choices and separating the destroyer-sized begins extra clearly).
  • New pores and skin and variants for Archean Order’s Wolf-class frigate.

Steadiness Adjustments

  • Peak Efficiency mechanic applied again into all vessels. Timers significantly elevated for all however section ships, and ships with Excessive Upkeep from their experimental nature, such because the Sunder, Hyperion and so on.
  • Security Overrides’ Peak Efficiency discount now significantly limits extended fight efficiency as a draw back to stability out its advantages. OP to put in diminished by 33% consequently. This may also make Pathers much less annoying to battle in extended engagements the place the participant would not occur to have any pursuit or interdiction vessels.
  • Lowered Flux per Salvo of Trebuchet LRM by 33%, missile pace diminished by ~20% (This could make the missile much less of a difficulty when massed and permit it to be extra simply added to load-outs. It was additionally too highly effective/helpful for its tier and compared to the superior Hunter LRM).
  • Nova Cannon harm elevated by 25% to compensate for lack of EMP element. It ought to now correctly take its place as a high tier PD possibility with a secondary assault function.
  • Added the Refit Time impact of Broken Flightdeck to Civgrade Hullmod.
  • Op Value of Operations Heart hullmod diminished by 33%.
  • Transformed Hangar hullmod now will increase the quantity flight decks on present carriers by +1/+1/+2 on destroyers/cruisers/capitals along with its regular results. This hullmod can now even be put in on present carriers.
  • Vital buffs to Hyperion: now has medium common hardpoints at every wing. Elevated price and provides to keep up/deploy. Variants adjusted accordinly.
  • Lowered flux use of Part Teleporter by 15% and elevated its vary considerably.
  • Decreased Tyrant-class Battleship’s flip charge by 60%. It was too inaccurate with beams in any other case.
  • Liberator Heavy Fighter has had one among its Icer Weapons eliminated, and Restricted Vary Finders hullmod is now built-in.
  • Ion Torpedo projectile hitpoints diminished by 40%.
  • Modified beginning variant load-out for Medusa.
  • Redistributed success charges for some dialogue features- now that bribery is a extra mainsteam characteristic.
  • Minor tweaks to deployment prices throughout all ships (couple exceptions of “minor”, like Scarab, that had been pseudo bugs), Fleet Factors in ships and throughout skins now correctly correlates to deployment price for calculations in some scripts.

Bug Fixes

  • Fastened description for civilian Star-Liner to incorporate its built-in, but poorly working fighter bay.
  • Appropriately applied additional harm to weapons/engines from fighters- normalized this stat to 50% additional harm to be able to scale back fight layer complexity. Eliminated EMP element from all small PD weapons.
  • Up to date and corrected Techniques Handbook to replicate adjustments since launch. Additionally significantly expanded the handbook, together with non-technical documentation of dialogue options and mechanics in addition to suggestions for techniques in opposition to sure factions for brand spanking new gamers.
  • Fastened bug with Adamantine Consortium Comm-Relay encounter not taking precedence over Tribute requests.
  • Added story textual content to “The Nice Restructuring” mission.
  • Corrected a number of scripts that had incorrect IDs for the Tri-Tachyon company.
  • Bribe calculation in Stop Fireplace requests now stems from enemy fleet energy, as supposed, quite than participant fleet energy.
  • Corrected fleet energy calculations in Stop-Fireplace and Commodity request options. It was too punishing when severely outnumbered (virtually by no means occurred).
  • Refactored code of a number of scripts to run extra effectively and have much less redundancy.

Replace v1.2.1a 2/27/2018

Spoiler: click to expand
Content material Additions

  • New factions now have customized dialogue while you rent their officers.
  • Now you can “Rescue” Officers from the Adamantine Consortium for those who can not afford to pay a “hiring” bribe. This can make the barons lower than happy, after all.
  • New variant for the Osprey-class mild provider that options Mining Drones – added to unbiased and scavenger fleets.

Steadiness Adjustments

  • Tempest-class frigate now has a “small” model of the Wasp interceptor wing wing built-in. This wing has 4 max interceptors as a substitute of 6.
  • Acolyte-class heavy frigate now has a “small” model of the Spectre interceptor wing built-in. This wing has 4 max interceptors as a substitute of 6.
  • Eliminated built-in Talon wing for the Atlas superfreighter. Now has two open flight decks as a substitute of 1, however not sufficient Ordinance to hold a lot heavy strike craft. Normal variant adjusted.
  • The Mining Drone wing now has a fight assault vary much like different gunships, and Assault AI. Ordinance price elevated to 2 (from 0).
  • Constructed-in Mining Drone wing on the Enterprise-class fight freighter has been modified to retain its quick vary help function, as supposed.
  • Redacted heavy fighter major weapon changed with one thing stronger. Was too weak for its quantity/OP price.
  • Redacted interceptor has had its secondary weapon eliminated. Was too robust for its quantity/OP price.
  • Quick Missile Racks now could be a cost primarily based ship system. Lowered quantity of occasions system can be utilized, prices much less flux per use.
  • Crucible-class destroyer has barely higher dissipation.
  • Condor-class mild provider (destroyer) has its max flux capability elevated by over 50%, with a corresponding improve in dissipation. Defend effectivity diminished by 20%.
  • Modified beginning variant for Lasher-class frigate to be less difficult to handle flux price of weapons.

Bug Fixes

  • Now you can rent new faction mercenary officers as supposed. A bug in Guidelines.csv prevented the dialogue possibility to rent them from showing.
  • Eliminated override of hullmods.csv file to permit energy person opt-in of Autonomous Ships mod. (Should nonetheless set totalConversion to “false” within the mod_info.json file)
  • Fighter wings ought to now not disappear from stock after visiting the refit display screen if hulls with built-in variations of the identical sort exist inside your fleet.
  • Corrected identify error in Mining Drone wing tooltip.
  • Redacted heavy bomber will now accurately use its major weapon.
  • Lowered quantity stage for Ion Torpedo, Icer Gun, Iridium Cannon and Micro Repeater by 20-40%, as wanted.
  • Corrected tooltip for Concentrated Shields.
  • Weapons now show their required “Flux per Shot/Salvo” data of their description.

Replace v1.2.1 2/19/2018

Spoiler: click to expand
Content material Additions

  • 6 New Fighter Wings. (4 gunships, 2 fighters, 1 bomber)
  • 1 New Hello-Tech Devoted Provider (Heavy Destroyer).

Steadiness Adjustments

  • Buffed Lasher’s capacity to make use of strike weapons. Base flux and dissipation elevated. Defend effectivity lowered.
  • Buffed Lancer’s capacity to make use of it is missiles and ship system. Base flux and dissipation elevated. Defend effectivity lowered.
  • All ships now have 10%/15%/20% base mushy flux dissipation when shields are raised (up from 0%), relying on if the hull is taken into account lowtech/midline/hitech.
  • Lowered the good thing about Stabilized Shields hullmod by 15% (Now +35%).
  • Steadiness move on fighter rarity.
  • Redistributed fighters amongst factions and variants. Much less total redundancy. Some higher variants.
  • Medusa-class destroyer is now a devoted drone provider with two full Terminator Drone wings, to each higher match its ship system and keep away from the awkwardness of half built-in/half open fighter bays.
  • Medusa is now not categorised as a fight provider to the AI. Max fight pace now according to different assault destroyers. Terminator Drone’s fight pace considerably elevated.
  • Medusa is now distinctive to the Tri-Tachyon company and Adamantine Consortium’s fleets. Not present in Sci-Corp’s fleets.
  • Medusa(A) pores and skin now adjustments the ship system to Fortress Defend.
  • Tempest-class frigate is now additionally discovered within the Tri-Tachyon Company’s fleets and markets. Not distinctive to Sci-Corps.
  • Medusa(A) pores and skin now adjustments the ship system to Fortress Defend.
  • Astral-class Tremendous Provider now not has in-built Terminator Drones. Its 8 fighter bays are actually open, although there is no such thing as a improve in Ordinance Factors. Take a look at point out the slight nerf has little total impact on fight efficiency. If something, it is higher because of extra concentrated fighter strikes. Variants adjusted accordingly.
  • Tri-Tachyon Company and Sci-Corps now have extra distinct fight types and weapons.
  • Tri-Tachyon focuses on section ships, heavy beam and missile weaponry, in addition to drone assaults utilizing fighter swarm superiority. 
  • Sci-Corps makes use of tactical assault fighter strikes, ion-based help weapons, and heavy torpedo salvos from devoted fight vessels.
  • Lowered ammo rely of Rapier Srms (Fighter model) by 25%. That is supposed to barely scale back the salvo energy of the Thunder Bomber on flippantly defended targets. It is usually a small nerf to the Xyphos gunship.
  • The Aegis-class cruiser has one among its medium ballistic weapons now transformed to a hyrbid slot to additional diversify medium vitality weapon choices. Variants adjusted.
  • Elevated beam pace of Graviton Beam and Graviton Lance. Contemplating its quick burst period, vary upgrades made the weapon deal much less dps at max vary than was superb.
  • Lowered flux to activate Recall Machine ship system to 25%. Now has solely 3 fees and regeneration.

Bug Fixes

  • Modified Heavy Mortar description to higher describe its supposed function.
  • At-A-Look function description added to the Interdictor Drone and Terminator Drone.
  • Fighter-Class Programs hullmod is now current on all fighter wings.
  • Tooltip for Defective Energy Grid D-Mod corrected to show correct data.
  • Security Procedures Rank 3 ought to now scale back the adverse results of Defective Energy Grid, as supposed.
  • Fastened a number of variants’ default weapon teams.
  • (WIP) One other spherical of refining/sprucing a number of the dialogue. Eradicating awkward language and attemtping to enhance the dialog expertise.
  • All fight vessels, if not all vessels generally, ought to now have the Stabilized Drive Conduit hullmod built-in.

Replace v1.2 2/10/2018

Spoiler: click to expand
Content material Additions

  • Archean Order and Adamantine Consortium have new methods close to the Core Worlds containing their respective capitals and foremost strongholds.
  • Many new faction colonies now have customized illustrations and all new colonies have customized descriptions.
  • New Unbiased and Sci-Corps colonies – Penelopes Star is now part of the Core Worlds (this could make a pair early recreation bounties barely much less dangerous and weapons/ships from these factions extra accessible).
  • Made the “Random Battle” Mission have a a lot wider choice of variants to randomly pull from. -a nice solution to take a look at out max battles and get a really feel of the brand new fight with out investing too closely into the marketing campaign.
  • 5 New low tier vitality strike/hearth help weapons.
  • 3 New low tier ballistic strike/hearth help weapons.
  • 1 New excessive tier missile strike weapon.
  • 2 New low tech frigates with medium vitality mounts discovered simply early on.
  • 1 New mid tech destroyer with medium hybrid mounts in Lions Guard and Dealer Guilds patrols/markets.

Steadiness Adjustments

  • Harpoon MRM and its massive variant has extra missiles per salvo, and better regen. To stability this transformation they deal much less harm per shot and have much less armor penetration. This small rebalance makes them much more dependable to make use of, and the AI will use them extra liberally as properly. Two direct hits will nonetheless destroy most frigates- if caught unshielded.
  • The Graviton Beam and Graviton Lance are actually correct assault weapons, as categorised. They may also now autofire and goal fighters if no different fight ships are in vary. Lowered flip charge, beam pace, and burst mechanics for the weapon and buffed its harm. Persean League was struggling in most fights because of its lackluster efficiency. It penetrates armor barely higher, however continues to be poor at it total.
  • Hegemony XIVth vessels now have an elevated deployment price in affiliation with their armor and ordinance level buffs. This higher balances these highly effective vessels and barely nerfs the overwhelming marketing campaign energy of the Hegemony (They might beat any faction (besides perhaps the very best tier ones) too simply in pitched battles earlier than).
  • Adjusted most beginning variants to help new weapons and unfold them out over a number of factions. They need to now be present in most early markets.
  • Added new variants and edited present ones – the intention of this was to each scale back weapon redundancy and provides a platform to amass the brand new strike/hearth help weapons extra simply.
  • The Hound’s composite hardpoint is now common – permits using small, low tier vitality strike weapons in pirate and unbiased fleet compositions.
  • The Eagle now has a number of small hybrid turrets to higher help its supposed Jack-Of-All-Trades fight function. Variants adjusted accordingly.

Replace v1.1a 1/18/2018

Spoiler: click to expand
Content material Additions

  • New hullmod – Precedence Beam Protection AI – Makes all PD Burst Beams solely goal missiles.

Steadiness Adjustments

  • The Conquest and Falcon now have Maneuvering Jets as their ship system (was Deploy Reserve Fighters).
  • Deploy Reserve Fighters and Focusing on Feed ship methods now not generate flux on use. As a substitute, they begin with 3 fees, gaining one cost significantly exceeds the system’s cooldown.
  • Burst PD Laser and Heavy Burst PD Laser now auto-target fighters and ships in addition to missiles. To stability this transformation, each weapons have had their cost regeneration diminished (burst harm is identical).
  • Guardian PD System now targets fighters and ships in addition to missiles. To stability this transformation, the weapon has been transformed to a charge-based weapon (with 8 fees) and diminished burst harm by 20 p.c.
  • Elevated the accuracy of the Artillery Cannon by ~20 p.c.
  • Lowered effectiveness on Flux of built-in faction methods by ~33 p.c.

Bug Fixes and Design Enhancements

  • Fastened a number of variants with errors.
  • Added a number of variants with new weapons configurations and rebalanced earlier ones utilizing them to function extra successfully, the place obligatory.
  • Up to date tooltips of a number of weapons (Ie. Mining Laser, Mining Blaster, Guardian PD System) to higher describe their perform and energy.
  • Up to date tooltips of fighters to higher describe their roles and strengths at a look.
  • Corrected a number of extra typos and awkward language in descriptions – principally marketing campaign associated entities.
  • Added regen again in for the Atropos Torpedo(Single). Dagger Bomber now has a customized built-in model with out regen.
  • All vessels now achieve the “0-Flux Enhance” till 5% flux. Altering Tier 3 Helmsmanship to permit as much as 35% flux earlier than increase cuts off.
  • Hermes cargo capability diminished to be extra according to different freighters.
  • Hornet SRM is now renamed to Vespid SRM (id is similar for modders).
  • Added new descriptions to some key faction colonies to higher enhance immersion.

Replace v1.1 1/10/2018

Spoiler: click to expand
Content material Additions

  • Faction colonies are actually seeded immediately into the Core Worlds.
  • Faction colonies now have distinctive descriptions describing their place within the sector and their respective house owners’ objectives and tradition.
  • Added ~7-8 small weapons within the “Strike” and “Fireplace Help” class unfold throughout missile and ballistic weapon varieties.
  • Beginning variants have been adjusted to account for the brand new weapons.
  • Added new variants or modified present ones throughout many factions (particularly pirates).

Bug Fixes and Design Enhancements

  • Fastened crash on clicking “Present Data” on planets whereas within the Intel tab.
  • All new factions now generate system bounties, meals shortages, survey missions, and so on.
  • Added a small composite weapon slot to the Hound All variants have been adjusted to replicate this – deployment price elevated to 2 provides.
  • Captain character will now correctly scale back or enhance the quantity of credit requisitioned or demanded from fleets as supposed.
  • “Security Overrides” description will now correctly show what it does.
  • Fastened extra eventualities the place bribery did not get the enemy to disengage.
  • Up to date Bribe description to incorporate data beforehand obscured to the participant when bribing a fleet captain.
  • Modified “Max and Min Battle Slider” settings to extra precisely replicate commonplace Efficiency Necessities. (100 – 300 with default at 150)
  • Barely elevated Capital Ship deployment prices.
  • Steadiness move by way of ship methods – typically rising time to regenerate fees considerably.
  • Flares have been reworked to regenerate.
  • Fastened a number of description typos and outdated references.

Efficiency Enhancements and Misc

  • Improved efficiency of beginning a brand new recreation and loading the mod by ~33%.
  • EZFaction and LazyLib utility instruments are now not required to play the mod.

Hotfix v1.0a 1/2/2018

Spoiler: click to expand
  • Fastened bug with Bribes and Stop-Fireplace negotiations not at all times inflicting the enemy fleet to disengage if the faction repute is hostile in direction of the participant generally.
  • Bribes also needs to now not happen concurrently for those who provoke the fleet a second time.
  • Roughly halved variety of EZFaction procedural faction colonies to enhance marketing campaign stability and efficiency.

**Collaboration and Suggestions**

Do you might have suggestions for the mod that's constructively important however wish to stay nameless? No downside!

Be happy to ship me a PM on the boards indicating what you dislike and why - although a pair factors:

 - Please attempt to preserve it constructive and well mannered. ;) It particularly helps when you've got a proposed resolution to your concern or problem.

 - I'll contemplate all feedback, however I nonetheless maintain closing say on adjustments. This isn't a assure, although I actually actually do admire the suggestions!


 - Need to assist out with Archean Order or need your faction within the marketing campaign? Ship me a PM and we will focus on!

I'm particularly desirous about:

  • Portrait Artists
  • Illustration Artists

Completely happy New 12 months everybody!  ;)

As a geologist, I have to ask "why archean?"  ;D

By the way in which, this mod has some very nice sprite, actually like them. And its appears to have take plenty of work!

This appears to be like super-cool.  Bravo!  I will do that out tomorrow :)

A smallish request / suggestion, if I could.

Spoiler: click to expand
It would not take an enormous quantity of labor to get the ships / weapons transformed to make use of FX mod for efficiency enhancements.  

If fighters are typically extra quite a few, we will count on fairly crawling framerates in large fights, particularly because the rely of fighters goes up.  

On the very least, I would do Fighter engines and gun flares / explosions; that may save a shocking quantity of CPU, I feel you will discover, whereas preserving the Vanilla look of the ship engines and missile trails.

I would simply discover time to do that initially for you as an non-obligatory mini-mod; you will have to keep up it, although.

You actually ought to set the "whole conversion" flag to true in your mod, its complete objective is for TCs and that is what that is...

You actually ought to set the "whole conversion" flag to true in your mod, its complete objective is for TCs and that is what that is...

Addendum on reasoning: If individuals wish to use different mods with this they need to change the TC flag themselves (i.e. poweruser opt-in), till such time as Archean Order is thought to be appropriate with most/all extant mods.
In any other case some customers will inevitably fail to notice the incompatibility points, break it and will not know who to look to for assist.

You actually ought to set the "whole conversion" flag to true in your mod, its complete objective is for TCs and that is what that is...

Addendum on reasoning: If individuals wish to use different mods with this they need to change the TC flag themselves (i.e. poweruser opt-in), till such time as Archean Order is thought to be appropriate with most/all extant mods.
In any other case some customers will inevitably fail to notice the incompatibility points, break it and will not know who to look to for assist.

You guys offered me. I had debated that very problem in my head for some time, however its true that anybody who is aware of sufficient to strive it could additionally know disable to TC flag. Up to date- undocumented however its a very small factor.  ;)

This appears to be like super-cool.  Bravo!  I will do that out tomorrow :)

A smallish request / suggestion, if I could.

Spoiler: click to expand
It would not take an enormous quantity of labor to get the ships / weapons transformed to make use of FX mod for efficiency enhancements.  

If fighters are typically extra quite a few, we will count on fairly crawling framerates in large fights, particularly because the rely of fighters goes up.  

On the very least, I would do Fighter engines and gun flares / explosions; that may save a shocking quantity of CPU, I feel you will discover, whereas preserving the Vanilla look of the ship engines and missile trails.

I would simply discover time to do that initially for you as an non-obligatory mini-mod; you will have to keep up it, although.

Thanks for the reward! I'm very a lot open to your suggestion too! It's really on a to-do record to analyze, nevertheless it was put behind issues like getting the tutorial to work. But when it could enhance efficiency as you say, its price a glance within the close to future!

As a geologist, I have to ask "why archean?"  ;D

By the way in which, this mod has some very nice sprite, actually like them. And its appears to have take plenty of work!


Additionally, hey somebody requested!  ;D Its a reference to:


Lord Archeus is the chief of the faction. He is not fairly within the recreation but, solely references. However properly, I've plenty of plans and notes you see...

**EDIT** 1/3

Spoiler: click to expand

Oh my! Simply realized you weren't grouped in and correctly thanked in your suggestions in my first response publish! Thought I had! Very sorry about that, particularly contemplating the hilarious gif!   :(

"  - >   Smaller weapons, extra weapons per ship- designed to imitate a cinematic fight expertise impressed by the Star Wars films."


Woooo! I'm very excited to do that!

Appears very fascinating and contemporary, will take a look at it within the subsequent yr ;)

Woooo! I'm very excited to do that!

Appears very fascinating and contemporary, will take a look at it within the subsequent yr ;)

"  - >   Smaller weapons, extra weapons per ship- designed to imitate a cinematic fight expertise impressed by the Star Wars films."



For these with older specs, please let me know if you're having efficiency points, and ideally the place -  marketing campaign layer or fight - bodily reminiscence leaks/thrashing vs FPS drops - and so on

I'm debating scaling again or how a lot I can get away with issues like:

 - Max battle dimension

 - Variety of lively faction bases/colonies utilizing EZFaction

 - How is the primary load time? Subsequent hundreds?

This stuff will let me get a good suggestion of the scope of future releases. Particularly the viability of a number of the fancier options to return.

Completely happy looking!

Wow, nice work.

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