This page was last updated on 01 September 2024, 1:58PM
Changelogs
Version 7.10f
-Added sync=false in the content.xml file so that it will not try to autosync with steam workshop disabling this mod everytime. You don't need a new game if you update to this version and your save was already using 7.10 version of this modpack (the previous version)
Version 7.10
Updated to include the 7.10 features. -Added interrupt for capital ships attacking S/M so that if they are attacked by another capital ship they retarget to address the threat. -Changed behavior of vanilla spawned ship to mostly include a timer for respawn, this mostly affects pirates jobs. (IN vanilla they repsawn right away). -BUC anti sat jobs are less numerous and are now converted to piracy type jobs that are confined to Holy order and Godrealm space in a ratio of 2:1. -FAF Raiders start in free families territory and do not drain that economy, pirate marauders instead can be everywhere as in vanilla. -Defeated Curbs spawned jobs do not drain the economy, not being produced at shipyard by preference anymore, still they are confined to curb and free families space. -YAKI jobs are less numerous but now do not require to be actually produced by YAKI base with resources, they will do if the resources are there but if not they are spawned for free at the base, like the vanilla FAF raider jobs before i modified them. This assure that Yaki are still mildly active after the first hours of a game and will still use the resources if you provide them with trade but can still have ships even if no one supply them. -Fixed majority of log errors, the ones that remains have actual purpose.
Version 7.00
-Total overhaul of the modpack, especially AI economy, AI scripts. Check documentation for more info.
Version 1.2.7
Fixed Destroyer AI not getting close enough to XENON I and sometimes Asgard to actually be in weapon range to shoot their main guns
Version 1.1
Changed:
-Restored ship modding randomness
-Further tweaked Fixin_X modpack for more difficulty and reward (costs for modparts are increased and more scarce from vendors)
-Teladi main battery 10% more damage
-Terran main battery range on par with commonwealth
-Terran L bolt turret range on par with commonwealth plasma
-Split main battery and L plasma on par with commonwealth standard
-Boron ray projector damage on par with commonwealth standard
-Xenon space has more resources for their miners
-Key xenon sectors have increased sunlight (to help their economy)
-Note that terran and split destroyer seem to have so much power now given their increased weapon range but you must consider that a split destroyer costs like 2 argon destroyers in money and also in resources if you build yorself. Terrans ones are even triple the cost of an argon destroyer.
For Next update i think i will focus on strike groups effectivness, probably making more subgroups in the same strike group fleet, for more dynamic operations.