Fixes many of the combat roles mercenary ships have to make them more useful.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 3.05
Made economy boosting ships much cheeper
Changed most threat/fortitude/value settings
Halved all mercenary fleet wide evasion bonuses
Version 3.00
Updated for 3.00 and Intrigue expansion
The Path of Rhuin gets 80 range, shared by the fleet.
The Sabre has +50% beam range as stated instead of of +100%
The Retribution gives a 50% bonus to fleet beam range and beam accuracy instead of a flat 0.5 bonus.
Removed the prototype weapons from the tech tree so they're only available on mercenaries and government ships. Mercenaries advertising "powerful or "prototype" weapons get faster fire rate.
Version 2.80b
Fixed some merc roles that where changed when I changed the values of some basic equipment. They should all be back to normal.
Version 2.80a
Updated for 2.80
Increased durantium driver attack.
Version 2.71a
Updated for 2.71
The Facade gets Intersteller Sensors.
Lowered the 'value' of life support modules and engines to reduce the chance that the game will produce ship designs that are meant for combat but are given the support role.
The Scow no longer gives fleet wide jamming. Only to itself.
Version 2.60b
Changed mercenaries stated role in their bazaar description to match their functional roles to avoid confusion.
Version 2.60a
Updated for patch 2.60
The Pollen and The Perseverance each have only one colony module now. With two colony modules they cost two administration and held extra population that wouldn't even fit on a new colony.
The Quantum Driver now has 6 attack. This change has nothing to do with mercenaries but if it didn't have higher attack then it would have no reason to exist.
Version 2.50b
Forgot to move prototype laser back to MatterDisruption tech when updating to the latest patch.
Many mercenaries have bad combat roles. Ships with support effects set to escorts, combat ships set to support etc. This changes many of them to either capital or support. I'd have made more capital but I can't get around the rules that small and tiny ships can't be capitals. Also, Crusade changes weapons a lot and left the old prototype weapons actually useless. Many merc ships that advertised "powerful prototype weapons" actually had the worst weapons. So I changed the power and/or the resource cost of prototypes to make them closer to their previous stats.