BlackArchon wrote: ↑Tue, 26. Mar 19, 20:06
I'm using the following fixes and enhancements:
- Removed the wrong turret entry from Terran and Xenon capital ships which indicates a light blue weapon that doesn't exist.
- The combat performance patch (have a look at my signature), with an additional change to the Plasma Beam Cannon (PBC), Ion Cannon (IC) and Fusion Beam Cannon (FBC): they have their active firing time (that is the time the laser is actually visible) reduced by 50%; this means it is now easier to deliver the full damage to moving enemies. As it turned out rather surprisingly, enemies don't like to be shot at with lasers and try to avoid getting hit - this is now more difficult and makes lasers more viable compared to conventional capital ship weapons like PPC.
- I added energy cells to nearly all Equipment Docks to make refueling your capital ships more comfortable.
- The Yaki Akuma (M2) got a shield enhancement from 6 to 8 GJ.
- The Yaki Kariudo (M7) got their Teladi turrets replaced by Paranid ones; I hoped to fix the problem that AI Kariudos get abysmal weapons when this type of ship gets spawned, but this didn't help too much - I have to further investigate this issue.
- The ATF Valhalla (M2) is now a proper ATF ship again, so it will get spawned by the game (and with additional scripts like Improved Races).
- I changed the maximum communication range of the player and maximum view distance of satellites to their much larger values from Litcube's Universe (LU).
- All docks can now hold way more wares like in LU, although this comes with a slight cosmetic issue on military bases (way too many marines are sold). It is now more difficult for the galaxy-wide economy to die because of lacking resources.
- Pirate shipyards sell more types of Pirate ships.