Mod type: Galaxy/Universe rework
Features:
- Major factions are split into 7 core systems and multiple border systems
- Minor factions are split into 4 core systems
- Adds neutral sector(s) between major factions
- Removes all highways and super highways
- Replaces all gates and provides increased connections between systems
- Improves universe spawning for a war heavy games
- Adjusts amount of stations
- Adjusts critical stations to spawn in faction's core systems
- Improves NPC jobs for a war heavy gamestart
- Adjusts ship limits for galaxy and sector (more ships, larger fleets, stronger economy)
- Adds critical economy jobs that will always rebuild if lost
- AI ships use faction paint mods
- Improves L/XL travel scripts
- Increases trade allotted relative price for AI jobs (more goods moved)
- Changes autotrader skill requirement to level 1 and adjusts jump ranges
- Reorganizes AI ware baskets
- Improves drone loadout of AI ships
- HAT/ALI/SCA/MIN have complete economy
- Removes spawning of ships except khaak
- Factions will build an additional tradestation for intermediate good if economy is strong
- Factions will police their own space
- HAT/ALI/SCA/MIN have their own space and faction logic
- Works best with mod: Faction Fix Pack by Mysterial
- If not using, requires new game. If using old versions (v0.79 or older), then v0.80 or newer requires new game.
Mod type: Utility Script
Features:
- Removes/Adds cargo from tradestations, pirate bases, equipment docks, shipyards, and wharfs at 15min intervals
- Keeps wares above 5% and below 90% at tradestations/pirate bases
- Keeps wares above 5% and below 100% at Shipyard/Wharf/Equipdock
- Rewards AI random L/XL ship with a suite of ship modifications if faction reaches 90% ware at TS
- Can be added or removed from existing games
Mod type: Economy rework
Features:
- Scales production cycles to 5 minutes or less
- Increases critical ship ware production amounts
- Increases workforce effect to 100% (double production) and growth rate
- Removes faction relation discounts to prevent unsellable goods
- Increases hacking discount/commission to 25%
- Improves Tractor Beam
- Adjusts weapon credit cost and resource cost
- Adjusts equipment mods
- Can be added or removed from existing games
Mod type: Utility Script
Features:
- Every 30 minutes, has a chance to raise/lower relations between two AI factions(Inspired by nexelren from StarSector)
- Chance for factions to gain/lose a large or small amount of relation, become instant max positive/negative relation, or for no changes to occur
- Uses military strength weighting based on number of combat ships and sectors
- Stronger factions will tend to have more enemies
- Weaker factions will tend to have less enemies
- Does not change player relations
- Allows player to resolve conflicts by speaking to AI faction rep or station manager by paying credits
- Allows player to lower relations with another faction by speaking to station manager (aka declare war)
- Can be added or removed from existing games
I am helping to maintain tatertrader.
Rise of the Ossian Raider / DeadAir Gate Overhaul compatibility patch
BETA VERSION completed by SCO
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0
3.0+ Split Vendetta versions available on github
DeadAirRT Github
Also available on Steam Workshop
Until Egosoft fixes the workshop tool, double check your content.xml file for DLC dependency.
Changelog (if I remember to keep updated):
- DAGO - v3.2HF1 - Restructured galaxy diffs that was causing a load order issue with god placement on new game.
- Dynamic Wars - v1.25 - Fixed potential logic hole for certain relation changes causing old message to me mixed in, made relations changes equivalent to UI values, added Japanese translation thanks to Arkblade.
- DAGO - v3.2test - Rewrote AI trade ranges, wrote 'flee' improvements, gave legal pirate traders the ability to use cover as well, implemented security/economy restrictions to some jobs (in progress), increased NPC empty deploy-able space to ease burden on economy, changed sectors with duplicate names, fixed bug with teladianium modules introduced in 3.1, improved faction paintjobs introduced in 3.1, reverted resource nerfs implemented in 3.0, added options menu for flagship fleets.
New feature: Flagship fleets. Large fleets that will defend their faction's shipyards and occasionally be tasked with attacking EVERYTHING in an enemy sector. If they survive, they will return to their shipyard to restock, repair, and prepare for another attack. Todo: notifications, balancing, incorporate VRO battleships if mod is present - DAGO - v3.2test2 - Improved paint jobs from v3.1, upped xenon supremacy fleet count from 1 to 3, upped khaak supremacy fleet count from 1 to 2 and adjust spawn location, fixed bug in supremacy fleet scripting, added french translation provided by PaPaYa
- DAGO v3.2final - Removed plunder tag from freesplit, removed ship building licenses (AI to AI) for several factions, incorporated civilian fleets fixes for adjusted AI ranges, redesigned jobs file for better compatibility with added jobs, reduced mining job expansion but increased job density, reduced ice mining jobs to lessen over saturation of water/ice, increased minor faction mining job density compared to major faction, removed "system" causing strange borders around similar clusters, reduced thickness and appearance of jump gate lines on map, nerfed ice asteroid yield, added additional resource area for neutral sectors in the north, redesigned galaxy.xml file for higher compatibility with added sectors, added gates in central sector that connects near the minor factions (join the party), improved debug information for supremacy fleets, supremacy fleets mechanic will now keep checking every 5 minutes for a fully staffed and ready fleet to launch until successful then return to using the interval timer set in options, if the xenon are chosen as a target the regular factions will choose the nearest xenon sector instead of random, the countdown to invasion will show processing instead of a negative value when the waiting for a ready fleet, added civilian fleets and sirnukes mod support as optional dependencies.
- Ware - v1.32 - Fixed diff error causing tracking turret changes to not apply, increased advancedelectronics, claytronics, hullparts, microchips, quantumtubes, shieldcomponents and smartchips to triple production/triple resources. (one module = 3)