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RanyTheBard

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RanyTheBard

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About this mod

A mod targeted to enrich the SPGW experience without feeling being an outright cheat. Introduces new elements & old ideas for a revived interest and replayability.
Please post bug feedback.

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Changelogs
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* Great News v1.18
🎉🎉🎉 Random crashes finally fixed, the culprit was Higgs in Prosperity. 🎉🎉🎉
The only known crash remained: that may happen is t-drive/t-gate jumps, usually after a long play session.

* Installation
(Delete folder of any previous version of this mod)
Perform mod unpack with mod manager located in game folder.
Activate mod.
Activate all 5 DLCs. [Required!]
You have to move some original file/folders to a backup location to avoid seeing duplicates:
Data\NewGame\Campaign.sgs
DLC\Dlc1\Data\NewGame
DLC\Dlc2\Data\NewGame
DLC\Dlc3\Data\NewGame
DLC\Dlc4\Data\NewGame
The game loads both the original and modded, backup & replace, else will crash at load:
Data\Base\Perks.wdt
Data\Base\ShipTemplate.wdt
Data\Base\Warmasters.wdt
Data\Stations\Template\ShipSystems\military_def.txt
DLC\Dlc3\Data\Base\Geminipedia.wdt
DLC\Dlc0\Data\Base\ShipTemplate.wdt
DLC\Dlc1\Data\Base\ShipTemplate.wdt


In detail: 
1. Starpoint Gemini Warlords\Mods\RanysEnrichmentMod\Data\Base\
Perks.wdt
ShipTemplate.wdt
Warmasters.wdt
Replace these at Starpoint Gemini Warlords\Data\Base\
2. Starpoint Gemini Warlords\Mods\RanysEnrichmentMod\DLC\Dlc0\Data\Base\
ShipTemplate.wdt
Replace this at Starpoint Gemini Warlords\DLC\Dlc0\Data\Base\
3. Starpoint Gemini Warlords\Mods\RanysEnrichmentMod\DLC\Dlc1\Data\Base\
ShipTemplate.wdt
Replace this at Starpoint Gemini Warlords\DLC\Dlc1\Data\Base\
4. Starpoint Gemini Warlords\Mods\RanysEnrichmentMod\DLC\Dlc3\Data\Base\
Geminipedia.wdt
Replace this at Starpoint Gemini Warlords\DLC\Dlc3\Data\Base\
Putting into wrong folders will cause errors.


Conflicts with the A'shriari Challenge.
With so many changes, most probably conflicts with other mods as well.
Start new game, not Existing saves. Problems that can occur include but not limited to stations missing new items, quests missing new globalvariables, etc.

Notes:
  • My SFX volume is set to 16%. Some new equipment vol maybe too loud for you. Search for string "float vol =" in Data\Scripts\ to change to your preference.
  • Each test cycle, ie new game, is quite long, and slow without bug feedbacks.

* ADDITIONAL WARNING *
(added post v1.13)
THIS MOD DOES NOT MAKE THINGS EASY BY HANDING ALL ENHANCEMENTS TO YOU, YOU HAVE TO LOOK FOR IT / EARN IT. I RECOMMEND TO PLAY THE VANILLA CAMPAIGN AT LEAST ONCE BEFORE GIVING THIS MOD A TRY, AS IT ADDS HIGH NUMBER OF BEEFED UP ENEMIES AND AT FASTER GAME PACE. FRUSTRATION IS HIGHLY LIKELY FOR INEXPERIENCED CAPTAINS.


* Additions
  • Introduced late-game station blockade & planet siege by enemy.
  • Introduced type-C ships giving real reason to use mounted cam view.
  • Introduced npc mercenaries: merc, miner, recycler & hacker ships.
  • Python fighter playable, but your fleet won't follow a mere fighter craft. +20% freelance/encounter quest rewards & faster freelancer reputation gain.
  • Added ambushers that can grapple your ship.

* Alternate Starts
  • Modified custom scenarios & lowered minimum conquest start.
  • Peace is not possible in The Street Rat custom scenario. No trade civilian task as well.
  • Added unused male portraits to RoN. The 3 extra portraits is now used for Numibian warmasters.

* Ship & Fleet related changes
  • Ship turrets has been repositioned and firing arcs adjusted to have better coverage.
  • Ships stats adjusted, as in Stats.ods, however, not reflected in ship description.
  • Added soak in inverse to level for player fleet since increased damage, so as to not getting swatted like flies. Adjusted warmasters ship levels so that soak is actually proportional.
  • Increased battleships hull by 38.8%.
  • Increased cargo capacity according to ship size.
  • Greatly increased fleet limit due to increased per unit cost with increased damage.
  • Grappler range proportionate to ship size.
  • Some warmasters ships &/ class replaced.
  • Steiger gets generic hails.
  • Added fallback option in hails during battle.
  • Swapped position of trade option in hails.
  • Added scavengerTitan & resupplyTitan perks.
  • Added disablerTitan perk: Chance to disable systems & lightweapons disable time that decreases with target ship class.
  • Added regenTitan perk with its regen effect that is mutually exclusive with fleetbooster hull regen.
  • Added repair option in ship hail. May cause odd results with quest ships that supposed to die?
  • Player warmasters can repair through hail. The repair stacks with any existing HullRepairFlat value.
  • Player warmasters can change class through hail. Changing class loses current ship & 1 WM level.
  • Changed Glycon's description.
  • Bishop now has own description instead of using Paladin's.
  • v1.14 Enemy Gunships & Corvettes are phased out as they become ineffective against player. Now their resources shifted to the bigger ships, and these resources increases with player level. Warning: this makes conquering stations much harder. Can cause Geminipedia for ships not completable, thus this feature can be disabled at Hogosha.
  • v1.15 Sector security & pirate spawns now split into 4 fleets at interval instead of one big fleet, to reduce lag for low end machine like mine.
  • v1.18 Tweaked ship class spawn, lowered carrier chance, increased dread chance, and spawn at least Battleship class if high enough level.


* Speed related changes

  • Decreased default formation density, further decreased density during speed boost.
  • Increased distance between encounter quests.
  • Increased mission areas to avoid overshooting.
  • Shortened time allocated for timed deliveries since increased ship speed.
  • Doubled freelance max distance, less likely to stay at same station.
  • All Combat fleets now have increased speed and acceleration according to game difficulty by default.


* Weapons Systems
  • Ship class light weapons range bonus increased. Note though, that rail & plasma has fixed max range, thus farther targets only waste energy.
  • Base beam weapons have their ranges doubled but damage at 62%, rail damage +25% & range +50%, while plasma has their damages trippled.
  • Weapon perks have beam increased range, rail chance to bypass shields, and plasma residual burns.
  • Empowered heavy weapons.
  • Enemy ships able to equip higher tier of weapons according to their ship levels.
  • Standard weapon prices follows formulaic approach for easier comparison.
  • Type-C weapons have low sell prices to prevent from becoming good sources of income.
  • Fighter details average damage changed to DPS for easier comparison.

* Equipments that functions to provide / as a:
  • Auto-formation & normalized fleet speed, following increased ship speed. Fleet ships T-drive to you if too far. [Toggle]
  • Make ships move away from you if getting too close. Push ships away if they can't move away fast enough. [Toggle]
  • Automatically ping for ships systems. [Toggle]
  • Low HP warning in fleet. [Toggle]
  • Troop readiness notifier. [Toggle]
  • Ammo maker. [Toggle]
  • Lists local factions. [Toggle]
  • Auto salvage. [Toggle, will stop at last drone]
  • mine auto-deployer. [Toggle]
  • Auto destroy low value commodities. [Toggle]
  • Fleet booster.
  • Auto travel.
  • Auto maneuver. [Toggle]
  • Memorizing coordinates and return.
  • Backward jumps, with jump distance proportional to quantity owned.
  • Cloaking. [Toggle]
  • Credit overflow-saver.
  • An innovative shield charger.
  • Temporary hull cap increase.
  • NPC type-C ships, intended to pick off enemies from afar.
  • A button to press when in duress.
  • Toggle hide UI. For those have shift, ctrl, F7, F8, F11 bound to other functions.
  • Biomet changed into BiometDisabler. Can break quests.
  • Disabler torpedo now functions as AoE ship disabler.
  • Upgraded Borehole & DefField.
  • Heavy repair drone has additional 2% repair/s.
  • Cloak Disruptor finally received its upgrade, now able to decloak non-conventional cloacking tech.
  • Tweaked existing equipment stats: increased damages and prices of mines and torpedos, with decreased cooldown.
  • Equipment descriptions now include relevant numbers. (same to perk & research descriptions)
  • Added news to notable equipment events as to stay aware of new equipment acquisition, in case of missing the notifications.
  • Some equipments sold at high prices can be obtained through different ways. While not selling, some station offer to buy certain items at high prices.
  • For non-spoiler reason, and while not to be totally missed out, vague clues to unique equipments can be bought at HQ.
  • There are some hidden equipments not mentioned in the clues, that, you should eventually find them as you play along.
  • Reduced T-drive price, but greatly reduced availability for purchase.


* Cloaking
  • Added some cloaked enemies.
  • Approaching military installations while cloaked gets decloaked, and rep penalty. (except MQ_10_Stage_05)

* Freelance, Encounters & Events
  • Numerous tweaks on freelance & encounter quests variants, chances & rewards.
  • Freelance rewards and xp: Lower at lower levels but higher at higher levels.
  • Freelance recommended level+10.
  • Increased freelance jobs available on job board.
  • No more cancel freelance and get equipment for free.
  • Installation assault, destruction & station battle will call additional fleets if player is over 20k distance away (as with a type-C).
  • Reduced destruction & installation assault structure HP; Installation assault requires platforms to be taken out as well.
  • Salvage & survey task type generation separate random chance instead of shared.
  • Mentions ore name at start of prospector mission.
  • Salvage remains waypoint stays until quest completion.
  • MIA rep change to relevant faction instead of sector owner.
  • Freelance Maintenance more likely to have a tougher competitor, chance of spawning pirates if you have fleet, and shorter time limit.
  • Freighter/Freightliners in Freelance Convoy Raid are tougher(All enemy quest traders are tougher), will flee and maybe into different directions.
  • Enemy fleets in freelance missions now scales with difficulty and recommended level.
  • Proxima assault waves keep coming.
  • Spawns of incoming war fleets disable saving and docking. Blockade & siege fleet wont spawn during proxima assault & vice versa.
  • Reduced sol ring exchange requirement and reward.
  • SectorDefault\SpawnDefense.sal now has power cap of 200k.
  • Added Gladiatrix champion beaten timer, because nobody let themselves getting beaten & lose $ over and over.
  • Increased miner ships spawn quantity.
  • No longer spend perk point on freelancer but unlock like savvyChief and up to freelancer3 at 3.6x reward; because reputation has to be earned. Show specific numbers for freelancer perks. Failing a freelance mission now reduces your freelancer reputation. 
  • Perk respec cost increases with use.
  • Leaving proxima's 30k radius shows timer instead of immediate cancel.
  • Allow alternate completion of AmbushV1/V2/V3 through repair of distress ship via hail. Ambushers t-drive away after distress ship undergo repairs.
  • SectorDefault\SpawnPirates.sal now also has power limit of 200k, with Ashriari 300k.
  • Likewise, DefaultBounty\SpawnLackeys.sal also has power limit of 200k.
  • Failing freelance gets a credit penalty proportional to recommended level.
  • Failing timed delivery also deducts twice the value of quest commodities.
  • Added ambush chance if having high cargo count or in a freelance mission, while not in a figther craft. 
  • Likewise, ambush won't happen for environment encounters while in a figther craft. Pirates are not interested in tiny cargo.
  • Player faction Pirates can spawn, no credit penalty for destroying them.
  • Freelance/cargo ambushers now will reposition themselves to trap you and cargo ambushers have additional escorts proportionate to your ship class and cargo size. These also won't spawn near planets now. Faction chosen no longer based on fixed alignment but current rep instead.
  • Planetery assault proxima charging time now scales with difficulty.
  • Brotherhood controlled stations will send out fleets.


* Bounties

  • Additional fleet with power that scales with difficulty spawns if player has fleet attached.
  • Bounty targets will flee if player ship class is higher than theirs.
  • Bounty targets gain additional soak that scales with difficulty & player level, capped at 99%.
  • Bounty targets have 7x Damage & 30x FighterHPAndSoak.
  • Bounty targets have 5x HP. Nikita 6x, Diana 7x.
  • Bounty targets cannot be grappled.
  • Scripts continue normally after DD bounty targets capture (So that player cannot capture same target repeatedly.) & since dialogues work eitherway, gives 2x exp, if you survive.
  • RDOG6 Changed ship: Prowess to Ragnarok.
  • RDOG8 Changed ship: Legionnaire to Praetorian.
  • RDOG15 Changed ship: Aurora to Saratoga, because 111x HP gunship is too magical.
  • I didn't quite like the dialogue with Steiger, so I added a branch.

* Boarding
  • Capture points correspond to ship class.
  • Boarding perks has chance to pillage additional equipments.
  • Show ship model in captured dialogue.
  • Adjusted ships sell price.
  • Boarding rewards after towing completed instead of at start of tow.
  • Captured ships no longer stripped off of every systems. I executed the towing agents that were secretly filling their own pockets.
  • Boarding researches' descriptions now include relevant numbers.
  • Successful ship capture now gives boarding points as well, boarding point requirement increased accordingly.


* Structures

  • Bonus effects of stations increased.
  • Price for station acquisition and retrieval greatly increased, varies with player level & affected by Diplomat perks.
  • Station retrieval forces scales with difficulty, meaning less likely to succeed on higher difficulty.
  • Increased stations & outposts defense forces that scales with difficulty and patrols that scales with level.
  • Made relay satelites destructible but high HP.
  • Satellite map reveal price doubled & only calculate fees for undiscovered regions.
  • Tgate 10x construction cost. Repair cost 0.75x instead of 0.25x.

* Skill related changes
  • Skills are generally more powerful.
  • Shotgun can be too powerful for type-C ships due to being proportional to total turrets DPS, cooldown now increases with level.
  • Precision shot only richochet to one other enemy, because bouncing back and forth like ping-pong is too magical.
  • Grav pull has max range at Lv5, further levels has diminishing radius but higher shell strength.

* Faction & Reputation related changes
  • Endpoint Nexus ships are available to the Nexus, and its allies NyxDominion & Neophyte.
  • Increased some minor factions' largest ships to battleship/dreadnought class, & some major factions to carrier class.
  • Instead of fixed 50%, chance of spawning major faction civilian ships now decreases with number of minor factions.
  • Killing allies/neutrals get penalties instead of reward. Your allies no longer tolerate your intentional destruction of their vessels, their fleets will now retalliate.
  • Your rep in your own faction can change.
  • Different set of Unknown ships, DeadlyDozen lackeys have own faction of (Syndicate) ships.
  • Unknown rep no longer resets on every load.
  • Ashriari ships now have separate name pool.
  • Disabled Diplomacy III peace pay nothing option for GM_CONCORD_DLC3E, GM_RON_BASIC_HARD & any game on Extreme difficulty.
  • Increased Triad military power at Lunaee.


* Resources
  • Civilian task durations greatly increased.
  • Miner2 perk gain at 10x, but reduced mat and gas gain from asteroid mining to 1/10.
  • Increased resource gain timer for asteroids from 3s to 5s to reduce beep frequency.
  • Sell values of ores reduced.
  • Junker2 adds chance for second loot.
  • Extractor1 perk double gas drops.
  • Increased sell values for gas and increased gas commodity drop quantity.
  • Selling to resource gathering structures now give 0.5% exp instead of none.
  • Resource gathering structures offers have a little randomness.
  • Number thousand separators for structure trade offers.
  • Structures ignore you for 1-3 min if you turn down their offers.
  • Introduced 6sec derelict salvaging mat gain timer.
  • Added perks up to tax6.
  • Toned down mining beam damage; still ineffective against shields.
  • Reduced prices of various commodities. Never did a proper trade, found out this had been too profitable and too easy with increased cargo space.
  • Planet specific commodities producers now have lower prices on said planets.
  • Gas collecting civilian task reward increased from 5.3 to 7.2.
  • The Geminian Trade Association has placed an embargo on your unscrupulous trade practice! Added 30s global dock timer, multiplied by difficulty if repeated docking same station/planet, to prevent frequent redocking to repeatedly buying only the most profiable commodities.
  • Normal civilian tasks now resets every minute and take priority to spawn over trade and wormhole tasks, trade and wormhole tasks no longer prevent normal civilian tasks from spawning when player has low number of zones owned, with random wormhole task generated every 5 minutes.



* Main Quest
  • M03 Upgrade to Corvette: Freighters also accepted.
  • M03: Removed 'Resupply and repair at drydock on any station', apparently not any station but Concordia.
  • M06 Upgrade to Frigate: Freighters also accepted.
  • M08 Upgrade to Destroyer: Freightliners also accepted. Handing over Nyca can recruit Runner as Warmaster.
  • M10 Upgrade to Cruiser: Freightliners also accepted. Really.
  • M10 Updated Apollo config. Fixed wait for Tara non-progression, Wait time now scales with difficulty.
  • M21 Added objective desc "wait for the barracks upgrade"
  • M25 Moved proxima further back else almost impossible to succeed on extreme difficulty with enemies' damages increased.
  • M26 Fixed Titans:_End to Titans_End
  • v1.15 Toughened up Zaldur and he regains hull & shield depending on difficulty.
  • v1.17 MQ19, Emmerix no longer being invulnerable: Capture Emmerix while keeping surrendered Ben'sara alive.



* EndPoint
  • In Chinese version, there are many points where once you load the save, game progression will be broken. I have yet to find the culprit that kept deleted Game_Mode & EPStage globalVars but made changes to ensure at least named saves can be continued normally. These changes does not negatively affect English version.
  • Fixed EP5_0, EP5_1 non-progression.
  • EP6 non-progression due to Iolian defences stronger than Concord forces since increased structure defences. Fixed by increasing that also Concord forces that scale with difficulty level.
  • Fixed EP6 non-progression in chinese due to planet GetName.
  • EP9 load at "Seeds_of_the_Empire" now will spawn Concord assault fleets, which their power also scales with difficulty.
  • Fixed EP8 objective remained after completion.
  • Fulfilling Titan start requirement cause EP quests to break upon load due to Game_Mode globalVars being deleted. Added condition ScenarioKeyname != ENDPOINTFREA as prevention measure. Enabled Titan after completing EP.
  • Excluded EP Story Warmasters from hail features like change class, etc that can lead to crashes.
  • Isaak can chose between Reliant and Phytolac, because his HQ produces it.
  • Fleet ships speed normalization enabled by default.

* Faction Side Quests
  • FactionSQ Bonuses scales with level.
  • FactionSQ Bonus change: Military stations give a variety of mines & DmgAmps accoding to player level, instead of giving ships.
  • FactionSQ Bonus change: Trade stations give mining ship/recycler ship beacons accoding to player level. Note that these cost $ to use, hence somewhat in line with trade theme.
  • Progress notification for FSQ with high target numbers only happens every 10/5 of number required, to reduce notifications lagging behind.
  • Increased FSQ01DestroyShips target from 100 to 200.
  • Increased FSQ04AsteroidMine target from 200 to 8000.
  • Increased FSQ06ScavangeJunk target from 130 to 1800.
  • Increased FSQ09DestroySecurity target from 65 to 130.
  • Reduced FSQ11DestroyMiner target from 65 to 36.
  • Increased FSQ14DestroyMilitary target from 65 to 130.
  • Increased FSQ15DestroyPirate target from 65 to 130.
  • Increased FSQ16TradeCommodities target from 250 to 800.
  • Increased FSQ17TradeResource target from 55000 to 100000.
  • v1.11 Fixed Chinese version losing equipment & hangar ships after completing faction side quest, save and game load.
  • Added chance for sector minor faction civilian miner/trader/scavenger/scientist ships to spawn regardless of environment type.


* Ancient Artifact Side Quest
  • Proper names & desc for scanned ancient artifacts.
  • Reward increased: exp from 1.1% to 5% of credits, increased to 4 Nosferatu missile launchers.
  • Fixed missing link to Data\Sound\Voice\Encounters\Officer13.ogg

* Other Quality of Life changes
  • 0HP ships change to neutral immediately so next enemy hotkey excludes them.
  • Reduced size and opacity of warmasters & fleet members indicator. 
  • Minimalized and reduced opacity of default untargeted objects indicator. Delete Data\Textures\GUI\HUDMarkers.dds if not to your liking.
  • Targeted ship indicator size increased.
  • Enemy ships are marked upon target lock.
  • Lowered containers HP.
  • Removed redundant contraband messages.
  • Stops dialogues upon death, prevented dialogues from getting into next load (if completed death anim).
  • Changed names of same-name items.

* Fixes
  • Fixed Numibian ships 2d images facing down in hangar instead of up.
  • Treasure Hunter perk now functional & more, but requires rank 4 + Salvager2.
  • Civilian mining, salvaging & science researches now actually functional, values were 0. Though faster means less yield.
  • Fixed titan hangar entry to not visibly graze through structures.
  • No more double dip ship systems from scavenger2 perk.
  • CONCORDIA_GREET now excludes Numibian Princesses.
  • Added EndPoint derelicts.
  • Made all pirates warmasters respawnable.
  • Fixed non-concord warmasters hails linked to Tara, Nyca & Maxton's.
  • Fixed warmaster2 = VARIOUS_WM3 ;
  • Fixed gladiatrix arena1 ShipLeader NULL!
  • Fixed hydrogen qty = 0
  • Fixed double rep penalty.
  • OnPillageCargoBay class2 = class8
  • Error! ScriptError <Data\Scripts\BoardingSystem\OnBoardingEnd.sal> GetParent ParentObjectStructure is wrong type 1!
  • Error FMOD: File not found., in icFMOD::CSystem::LoadSound(<Data\Sound\Voice\Bridge\Alert205_b.wav>), at line: 415
  • Error! ScriptError 27<Data\Scripts\Freelance\Trade\D_Transport.sal> Function:2217 Structure point to NULL! (FREELANCE_TRADE_SHIP)
  • Secondline plasma now have own shot effects with different colors.
  • Error! ScriptError <Data\Models\Structures\MiningOperation2\SCR_pulse3.sal> Line:84 Mesh:<Data\Models\Structures\MiningOperation2\MINING_OPERATION.asb> GetMesh function wrong parameter! 11 11
  • SpawnShip & SpawnShipExact added set HP to max (low HP draggers sometimes appear after long play).
  • DDozen faction desc.
  • Fixed missing init in NavAnswer_NoAct.sal
  • Error! parent none has no keyname!(7) (Data\Scripts\WormholeDefault\OnEnterRadius.sal)
  • Convoy raid could not be completed if killed 3 freightliners too fast, like in one shot.
  • Fixed Installation Defense non-progression by adding partial success criteria (>40k distance for 5 mins).
  • Fixed player with less than required resource still can get treaty signed as long as player has Diplomacy II.
  • mLayer1 had no effect on mine duration. Can't change mine duration so changed to reduce detonation time by 60%.
  • mLayer2 had no effect on mine damage. Now actually increases damage by 50%.
  • Avoid credits roll into 0 due to diplomacy economy boost by converting into equipment.
  • Proper names of Numibian wormholes and T-Gate instead of original locations on west side of map.
  • Corrected capture current research %.



* Geminipedia

  • Geminipedia AddEntry_Chassis has 107 ship count, but ingame 108 due to DLC\Dlc3\Data\Base\Geminipedia.wdt has non-existant ship HOBAS. [Existing saves: replace DLC\Dlc3\Data\Base\Geminipedia.wdt with the one supplied in DLC folder, open save file with text editor, delete HOBAS entry, ingame chassis total should become 107]
  • Added Scarlet to OnPurchaseShip.sal. Scarlet is now collectable on non-campaign as I made it purchasable at Reaper/Negola in non-campaign scenarios.
  • Added Geminipedia AddEntry_Faction missing factions: CWA NYXDOMINION for Titans DLC.
  • Added Geminipedia AddEntry_Faction missing factions: NUMIBIA EASTLAND TSWANA HIGHLAND only in NUMIBIAFREA & NUMIBIACONFREA scenarios.
  • Fixed fairuzKN to fairuzPLA in AddEntry_Planet.sal causing OTH_union Geminipedia not collectable. Fix works recursively to Fairuz-already-collected saves.
  • Fixed Legion not obtainable due to was checking if LEGION exist instead of actual Geminipedia keyname, LEGION_SHP.
  • Fixed Ion Storm Inhibitor StructureSort wrongly declared as SRT_AMP in EditorStructures.wdt, therefore could not be collected, changed to SRT_ION_STORM_INHIBITOR
  • Made JAMMER & ION_STORM_INHIBITOR spawnable in freelance Destruction. These are declared in Geminipedia.wdt therefore must be fulfilled, but only available in campaign. Note also that HUB is 1 of 7 possible structures to spawn in Installation Assault. Geminipedia for Structures now can be completed in any game mode.
  • Fixed WorldReadyForUse.sal to Add Ashriari once instead of Set all minor factions to Ashriari for regions around Mandate, which caused GHOSTS entry for Geminipedia could not be completed. (it also caused duplicate Ashriari minor factions). This fix however only affect new games.[Existing saves have to manually change region-zone-faction entries back according to respective game start file depending on game scenarios in Data\NewGame\]
  • Made all Numibian Geminipedia entries automatically marked as collected in non-Numibian scenarios, if DLC3 is active. Same reason as above, entries declared by Geminipedia.wdt needs to be fulfilled, as long as Rise of Numibia DLC is enabled these entries are loaded even if playing campaign; and also due to the fact that this mod uses elements from all DLCs, turning off DLCs is not an option. With this change, Geminipedia can be completed with what every scenarios. I do not consider this workaround as cheat because in effect the vanilla campaign has 394 entries, you still need to get those 394, just that you will see 56 Numibian entries as well. This works for existing saves.

* Tips
  • The very first thing to upgrade is not weapons but propulsion.
  • M10 The apollo will duplicate any enhancements equipped on your ship. $~$
  • Unless you are very lucky, you may find that you gain more by playing normally than spending time on repeating quickloads to get certain drops.
  • There is a hidden political-change sub-scenario that bypasses capital ship limit, but you have to work for it.
  • The order/how & when of which you acquire unique items/activate scenarios carries certain interesting tradeoffs.
  • Exp gained by a warmaster is divided by number of all ships in fleet regardless of if they are warmasters.
  • A programmable mouse is invaluable to satifactory gameplay. It eases the overly busy left hand. Everything became much more fluid with one, not only in this game. Personally, I put grapple and an equipment slot (decoy during battle or gas collector during farming) onto 2 of my mouse buttons.
  • For Other: Wormhole Geminipedia entries, enter wormholes 4 times.
  • AmbushV3, a variant of Distress Call, has chance to spawn rare anomalies.