Space Engineers

Space Engineers

ACI-Rival
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Update: 12 May, 2022 @ 9:19am

Update: 12 May, 2022 @ 5:24am

Update: 12 May, 2022 @ 4:25am

-Changed spawn conditions.

-Probes and satellites reintroduced as spawners for pka groups. I misunderstood the drone encounter spawn type, leading to massive amounts of ships spawning when a few players are around.

Update: 11 May, 2022 @ 3:22am

Every aspect of this mod has been touched in some way. I can't remember all the changes but I will try.

-All grids have had their weapons modified in some way, behaviours have been modified to accommodate said weapons.

-Turrets no longer fire at all targets. Turrets now either fire upon projectiles or grids.

-Mexpex's MWI collection 1 and 2, aswell as Vanilla Weapon Replacement for Weaponcore has been removed as a requirement. The new warfare weapons fill the role of the weapons I was using from MWI collection, and Aryx Weapons are extensive. Homing weapons remains as a requirement though. Weaponcore has its own vanilla weapons conversion within it.

-Inclusion of Aryx Weapons though their use is not particularly broad yet.

-Most shielded grids have some form of shunting. A fighter may reinforce forward shields when facing a target for example, leaving their posterior exposed. The idea was that there could be opportunities to take out a target outside of smashing a shield first.

-Player Known Area spawngroups no longer subtract ACIM IP. They still have a threshold of 20 in order to spawn but the only way to reduce IP is through destroying grids, or just their remote blocks.

-There will be a notification when a grids remote block has been destroyed. Also how much ACIM IP has been subtracted from their total.

-Autopilot and weapon system profiles added. Every profile has been modified in some way.

-Spawn groups grid count has been reduced somewhat.

-All installation types function similar to Assertive Installations by Splitsie. Their antenna range will gradually increase but instead of spawning enemies upon detection they will instead designate a player known area, enabling said areas spawn groups. They also all generate IP now.

-The ACIM air base has been added.

-Tier 3 variants of nearly every grid has been added. Tier 3s will spawn after 150 combined tier 1 and 2s have been destroyed. Tier 3 replaces all tier 1 and 2. Tier 4 will be introduced at some point. Tier 3 grids only take 66% damage, simulating better materials used for the armor. The idea originally was to use tiered everything for the armor upgrades but it is not weaponcore. I need mah weaponcore. The paint job for tier 3 grids is 100% a lazy global reskin. Looks alright on the exterior but not too nice on the interiors.

-Other changes I will list here if I remember them.

Update: 2 Apr, 2022 @ 10:50pm

Accidental upload of wrong version. Disregard update.

Update: 2 Apr, 2022 @ 10:49pm

Update: 9 May, 2021 @ 6:19am

-I have done away with 1k antenna ranges on Player Known Area Spawns. The game does not really lend itself well to surprise attack mechanics and can be quite frustrating in survival. Needing other mods to detect whether or not something has spawned in seemed nice at first with radar, holographic tables, long range sensors etc, but they would not always work. I guess this is making these encounters even easier but also less frustrating. 5km for fighters, 7.5km for medium grids, 15km for capital ship type grids.

-Player Known Area spawngroups now notify you on spawn.

Stealth type grids will maintain their 1k antenna range.

Update: 28 Apr, 2021 @ 5:44pm

-I have re-enabled the flight/command control check triggers. Taking out all the cockpits on fighter type grids will stop the behaviour of that grid. It is similar to large grid spawns but you must take out all control seats within its bridge, that is just the bridge seats, not all seats on the grid. Though if you managed to take out the bridge you probably got the remote block too. The trigger exists anyway.

I had this trigger enabled a while ago but it was not functioning correctly. Ships would spawn in and it would trigger immediately, probably because it would not detect that there were working control seats in time. It would leave ships sitting around doing nothing, so I disabled it. If you encounter this issue in your games please let me know. I changed up the trigger/condition so it should work as intended now.

Update: 27 Apr, 2021 @ 11:36pm

-Disabled experimental encounter. My frames. D:

Update: 27 Apr, 2021 @ 10:47pm

-Enabled experimental encounter.