Open matthewhively opened 4 years ago
Copy music from SotS2 into sots1 (can just append to the existing music files if necessary)
Investigate turret type freebeam
, it looks like its a built in type for HCL turrets.
All the dreadnaughts should definitely have their side facing HCLs converted to this type so they are actually fucking useful.
Set them with a very slow turn speed though.
~Stormers should REQUIRE VRF tech (if they don't already)~ Yup, already required
Rename the single section DE/CR ships, They aren't destroyers or cruisers, they are something else. Instead of "hunter" Friggates Corvette Battlecruiser
What do these actually mean?
*ADDICTION_SPREAD_ODDS 0.20
ADDICTION_TRADE_MOD 2.00
*ADDICTION_INCOME_MOD 0.90
*ADDICTION_OUTPUT_MOD 0.90
*ADDICTION_PHASE2_START 10
*ADDICTION_PHASE3_START 15
According to strings, spread and phase 2/3 may no longer exist.
#EVENTSUM_ADDICTION_SPREAD,Addiction Spreads to %s
#EVENTMSG_ADDICTION_SPREAD,%s has introduced alien contraband to %s. %s of the population is now happy!
#EVENTSUM_ADDICTION_CONTINUES,Plague Continues on %s
#EVENTMSG_ADDICTION_CONTINUES,Plague outbreaks on %s have caused %s deaths and %s loss of infrastructure.
Does it make sense to add spinal versions of:
These configurations. If they don't apply to zuul, then don't scale them, but if they do... maybe I can use those to allow homeworlds to be repaired overtime?
SYSTEMBONUS_MINTURNS 20
SYSTEMBONUS_POPBONUS 0.20
SYSTEMBONUS_INFRABONUS 0.20
SYSTEMBONUS_POPBONUS_HOME 1.00
SYSTEMBONUS_INFRABONUS_HOME 1.00
SYSTEMBONUS_POPBONUS_INC 0.005
SYSTEMBONUS_INFRABONUS_INC 0.005
Maybe Gravity Control should require antimatter? Its quite powerful.
Should I boost Weapons\bal_thumper.weapon dmg_est?
Maybe remove tractor beams (or somehow prevent them from defense platforms, thats just silly)
Modify planetary collision damage from ships going down (this is always SUPER high for some reason) data/combat/ship.txt
Try to reduce the collision box for the VN moon base. Too many weapons are too short range to hit it.
Can asteroid traps be blocked by deflector shields?
Maybe it makes sense to give Zuul and Humans 100% chance for recombinate fissionables. So that they can increase their node distance to maximum of 19 without unlocking fusion. (max distance on some maps is 17.9) Maybe add a 100% connection from pulsed fission, but make it more expensive (7k?)
Should Morrigi colony traps and mining traps require more advanced technology? Seems like they should require tractorbeams and gravity controls of some sort.
Maybe boost command quota for DNCnC. its currently 58, and its 1.8x between DE & CR, but only 1.6x here. (This would require corresponding boosts to Flagship and Stations)
Add a destroyer class repair ship (and allow repair & salavage to be learned without cruisers) see #10
spytender true
- could in theory move this to another ship type, would this help at all?
If I rename cybernetic interface & advanced robotics, will that remove them from Morrigi auto-grants?
Maybe increase the number of swarm drones & and how fast they are launched?
Re-determine blasteroids numbers. They may be too strong now.