Space Engineers

Space Engineers

(ARMCO) ImperialMod
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Update: Aug 16, 2019 @ 3:54pm

TIE Shot Damage from 450 to 200
Shuttle Part Additions
Cache Part Additions
New Guild Turret Additions

Update: Aug 5, 2019 @ 12:58pm

Additional Scripting Patch

Update: Aug 4, 2019 @ 3:26pm

Scripting Patch

Update: Aug 2, 2019 @ 5:38pm

Imperial Light Incursions, ImperialMod, SW Master File

-- Replaced ACE TIE Encounter with Relay Station (Mining Guild) Encounter
* ACEs will be used in Reinforcement pools, for larger ships such as Golan Platforms

-- Added Relay Station Parts
-- Adjusted Nebulon-B Secondary Engines, to prevent rare'ish crash

-- Added New Glass Materials to Files

Update: Aug 2, 2019 @ 12:17pm

Additions:
- Empire Cube (Durasteel Armor, Imperial Type) Small-Grid Variants
- Small-Grid Connector (Linked to Imperial Connector Type I)
- Hypermatter Reactor (Medium)


Adjustments:
- Salvaging Center Renamed to Recyling Center (As it doesn't use salvage system, it uses recycle system)
- Fixed Misleading Issue with Durasteel missmatch, by adding "Plate" to Durasteel Components (Master-File Side Update)
- Remodeled Exonium Reactor

Update: Jul 31, 2019 @ 9:59am

-- Salvaging\ Recycling Beta Test
* Miner Recycling For Empire, on Non-standard Components -- IE Hull plates
* Imperial Prototype is due to be Renamed Later to Recycler, Was tired.
* Rebellion Salvaging is not handled by Empire.


-- Updated to Modern Lucas Code
* Ion Weaponry active (Light Ion Cannon, Hunter Ion Cannon, Imperial Ion-Cannon Turret)
* Several Additional Entries are lacking self-supply however those available are:

= Imperial Laser Cannon Turret
= Imperial Turbolaser Tower
= Imperial Turbolaser Tower 3x
= TIE Weaponry
= TIE Interceptor Wing Tips (Laser Cannons)
= Defender Laser Cannon

Update: Jul 27, 2019 @ 6:35pm

-- Dependency Update:

Resources & Component systems, moved into Starwars-Master File
This is a Dependency File used by the Project, that is automatically loaded upon mod usage.
It does not need to be put into your mod list, as Game automatically loads it anyway, for this Mod.
This shall slowly assist in downloading times ( as mod size reductions by splitting load), and reduce override-issues.

This allows an easier time using the resources & components, with integrated cross-play between mods more cleanly.
Gameplay wise, Nothing has truly changed, Just back-end wise!

Update: Jul 7, 2019 @ 5:22am

Minor Patch:

-- Fixed Mineral Processing Facility having wrong production item
-- Fixed Alum Blueprint taking priority over Durasteel, and using Doomium instead of the proper ore

-- Added Recolorable Version of Rebel Pilot Suit

Update: Jul 6, 2019 @ 3:47am

--- Part 2

- IPV-1 Patrol Craft Kit Parts (Partial, it flies, it will have additional parts soon enough, but they needed more tweaks)
* Also why they're not a blueprint available yet.

- Tweaks to Droid-Carrier components, switched from Hull Durasteel (What Carracks are made of), to Normal durasteel
* To avoid issue of large amounts of unprocessable durasteel hull ahead of solution, and trial durability of ship.

- Addition of "Compact Imperial Antenna", from Patrol craft.

Update: Jul 4, 2019 @ 5:51pm

-- Part 1

Contains:

- Prototype Voxel Data for Resources
* Still working on asteroid pink'ing problem, seems to like normal on planets.

- Prototype parts for Droid-Carrier Encounter (not yet ready in the Encounter yet)

- Minor Tweaks to select objects HP values (I've been all over in the files)

- ISD Framework parts closer to Completion (I just need to attach the ship, add thrusters, and armament alignments)