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PS: this mod is great it feels like the player now has his own Wardenfleet!!
Good to hear that. This mod was made to give your faction more 'life' to it, so its primary design goal is fluff.
Thanks to Mike007 on Discord for reporting.
The fact that the cargoships actually need to travel around adds more gameplay and strategies.
Time for more of everyone's favorite: Trade logic improvements.
Improvements this time: Absolute priority for militia buildings, better resource spreading, and the removal of some hard caps.
Removed the global 3 hop limiter for the assignment of Cargo Ships to Routes.
-Plus, this will make them more willing to expand into new territory.
-Plus, stations that would previously fail to start a route that is entirely valid will now look further to find cargo ships to fulfill their request.
-Negative, this may result in some Cargo Ships becoming suicidal in their attempts to deliver their precious cargo.
--This was a previous limiter added to assist with late game lag. Due to the many improvements since its addition however, the positives for removing it outweigh the negatives.
(Potentially) fixed a bug that resulted in all of your planets gaining the ability to build buildings that only Battlestations should.
-This was an extremely odd bug, still not quite sure how it could happen.
Updated a bit of the pathfinding logic to have slightly less redundant orders given.
Civilians will now Tachyon Burst planets if 90% of the remaining ships have cloaking.
-This can only occur a maximum of once per 30 seconds.
You will now be granted vision of any planets that the Civilians are actively attacking.
Civilians will now consider all hostile planets hostile, not just those owned by the ai.
Militia Ships no longer have 24/7 union regulated breaks.
Due to an oversight, whenever the player was previously attacking an adjacent planet, they would nearly always wait until you're finished.
-This has been fixed and they are now always back on the clock.
They will now attempt to clear out Unarmed Guardposts before leaving planets.
-In some cases, they may leave them if a more powerful target appears elsewhere, but they should return back to finish the job later if this occurs.
Removed the planet vision change from 0.5.5 due to some annoyances it was causing.
Cargo Ship requests are now completed in bulk.
-Whenever the Grand Station fires a spawning event, it will spawn a varying amount of cargo ships, based on the amount of demand for them.
Maximum exports for a resource production station increased from 2 per generated to 5 per generated.
-Aka, previously, something that generated 7 per second could export up to 14 routes. It would now export up to 35.
-This will make them more aggressively drain resources from stations, especially as they fill up.
-Note that this is the cap if they are at 2500/2500 resources. They will put out fewer requests the fewer resources they have.
-May result in some shortages here and there; but thats better than the alternative of having resources sitting around doing nothing.
Grand Station no longer displays build timers.
-This has lost its purpose due to it no longer being a passive over time occurence.
Fixed an Index was out of range Exception.
-Thanks to ussdefiant60 on Discord for the report.
Trade Post energy cost reduced to 50k.
Protector Balancing
-I apparently undershot pretty much everything, considering how long it takes these to come off the production line.
Crackerjack
-Fire rate 6 -> 3
-Shots per Salvo 1 -> 3
Thunderstrike
-Base knockback 3000 -> 5000
-Area of Effect 1500 -> 2000
Paladin
-Base shield radius 10x -> 6x
Brick Breaker
-Rate of fire 3 -> 1
-Base damage 700 -> 1000
Hurricane
-Base damage 300 -> 800
Excalibur
-Base damage 335 -> 1500
-Shots per salvo 30 -> 50
Grim Reaper
-Base damage 100 -> 500
Wildfire
-Size reduced by ~14%.
-Grenade base damage 60 -> 800
-Grenade shots per salveo 5 -> 8
Tangler
-Vine Piercer base damage 300 -> 800
Orchestrator
-Base planetary speed boost 200% -> 120%
-Planetary speed boost increase per mark 25% -> 5%