* Random sector: Add Kanta's Den, add a few pilgrim fleets * Add a new Luddic Church merc company adjust some of the others * Militia Power UNGP rule: Rugged Construction ships do not count as military for Militia Power * Buy ship mission returns the AI core if selling an automated ship * Starfarer mode colony growth mult 0.5x -> 0.75x ![]() * Respawn invasion events have a 1000x revanchism mult when picking targets * Patrols won't care about player transponder if player is system owner * Player can choose to defy the outcome of an alliance vote (ignore the vote if it passes, at a cost to relations with allies) * Operatives' internal security mode will find pirate bases involved in Hostile Activity * Talk to an AIM representative to buy an anti-piracy patrol package (reduction equal to 15% of current hostile activity progress for 3 months) * Only largest defense fleet event counts all STGs count but with diminishing returns from the sum of their strength * Special task groups anywhere, and requested defense fleets in a player system, contribute to hostile activity reduction * Operatives disrupting a cell will reduce activity by -20 * Available at cooperative relations with contact after starting mission 3 * Add Remnant mission 4, with a unique boss ship (recoverable after end of mission) * Fix ground battle's faction bonus subplugin not handling integers (or strings)ĭoes not include changes in beta 0.10.6y-z * Nex_MarketCMD calls `NexPostShowDefenses` after `showDefenses` * Fix some missing admins in Derelict Empire or from expedition-founded colonies * Safety for invalid ground battle ability visual panels * Maybe fix variant breakages in player special task groups * Also adjust some condition valuations for desirability * Fix planet desirability detection for random sector/own faction planet picking * Fix Luddic Path base manager replacement when adding to existing save * Workaround some weird crash with nonexistent special item when computing industry value * Fix null pointer if a market decivilizes while NPC covert action is ongoing * Fix null pointer in operative travel order dialog when an operative has no market * Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves) * Fix a crash in Remnant mission 'Salvation' if it couldn't find an orbit for station * Silverlight no longer tagged as known to Remnants (does not apply to existing saves) * Alicorn main projectile passes through missiles and fighters * When repeating operative action, update target faction if current market owner has changed * Update vanilla faction starting fleets to comply with doctrines (including ships added by SWP)
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