Space Engineers

Space Engineers

ACI-Rival
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Update: 27 Apr, 2021 @ 9:36pm

-Forgot the condition changes for the new Taurus Light Transport.

Update: 27 Apr, 2021 @ 8:56pm

-Temporarily disabled the Taurus Light Transport First Contact spawn. It gave too much salvage too early on in the game. Don't know what I was thinking when I made that. The regular Taurus Light Transport now spawns at 1000 threat instead of 150, a tier 2 version with a 33% damage reduction. This is the same for the equivalent space encounters.

-Taurus Light Transports now require ACIM to have at least 10 IP/SIP to spawn.

-The lowest threat reinforcement group on planets and in space now spawn at 0 threat. It only now occurred to me that some people fly solo in below 150 threat vessels. Another one of those "how did I miss that?" things.

Update: 27 Apr, 2021 @ 12:46am

-Gave the Javelin Fighter Support Carrier some power. It had no batteries so its reactor could not start up. Whoops.

-Hopefully Fixed the Sentinel Battlecruiser spinning around constantly. It is a broadsider, not a beyblade.

-Added the assertive installation type behaviour to Sector Defence Stations, a random encounter in space. It has a main antenna range of 10000 which increases by 2000 every 5 minutes. It also has an antenna called (Scanning) that does the same thing but with a starting range of 5000. The scanning antenna expands over an hour to a max range of 30km before it resets back to 5000 after 1 hour. As with the Arx Light Outpost Planetary Installation if the scanning antenna detects you it will mark the area around you as a Player Known Area, not send drones itself, like Assertive Installations by Splitsie does. The Sector Defence Station also retains its original behaviours.

For those that read these, a thing about player known areas as it pertains to ACI-Rival. Player known areas are areas where ACIM encounters can spawn, generally the highest threat ones. These encounters use the cargoship/space cargoship spawn settings. So there is a chance you will never see a spawn before the player known area expires after 30 mins. If you are detected by a (Recon) ship on the other hand, the grid will spawn a probe/satellite that will attempt to spawn the encounters in directly. You will most likely see an encounter when this occurs.


Update: 25 Apr, 2021 @ 9:38pm

-Added the Sentinel Battlecruiser and Wildfire Heavy Fighter to space player known area encounters. Both of these ships use energy weapons and shields, along with a few gatlings and missiles. This is a 4100 threat encounter and will be expanded in future.

-All grids now use a function within MES that reduces the amount of components/resources you get from ships spawned by ACI-Rival. A problem with so many grids in play is when you destroy them they leave behind too much to be salvaged. This should mitigate that. I don't think it covers modded weapons.

-Antenna changes to a few spawngroups.

Update: 25 Apr, 2021 @ 1:21am

-Changed the Arx Light Outpost behaviour. It now functions similar to Splitsies Assertive Installations. Over time the Arx Light Outpost's (Scanning) Antenna will expand out to 15km over 1 hour. If you are detected it will then designate the area around you as a player known area, instead of directly sending drones at you like in Assertive Installations. The Arx Light Outpost retains its original behaviour along with this new set of triggers. Higher threat versions will exist in future

-The Arx Light Outpost still has tier 1 IP generation. 1 IP Per 3 Minutes.

The Arx Light Outpost no longer functions near identically to Convoys.

Space installations will get the same function.

Update: 24 Apr, 2021 @ 10:00pm

-Space stations, Space Tier 2 Player Known Area spawns and Tier 2 Space Reinforcement Spawns now come equipped with a jump drive inhibitor. This inhibitor has a range of 5kms. It uses the inbuilt inhibitor that MES provides. It turns a single armor block in the spawngroup into the inhibitor, so I guess you can shoot it out?

-All Gen 3 ships, meaning the blue and white ones, now come equipped with shield generators, they will generally not have armor reinforcement/damage reduction like their older non shielded brothers.

Why are they called Gen 3 ships? Because I did not know how to categorise them. They are the latest ships built by Medlock and have a similar motif to each other. So for anyone that reads these notes, Gen 3 ships means the blue and white ones. Gen 3 ships will have a greater focus around shields and energy weapons whilst Gen 1 ships, the older designs, will use armor tanking or damage reduction % as they tier up, with a focus on kinetic weaponry and explosives. As you reach "end game" or high threat encounters, these, fleet doctrines?, will cross over.

Update: 24 Apr, 2021 @ 7:59pm

-Changed the spawn time of reinforcement groups when a ground convoy requests one from 15-30 seconds to 3-5 minutes. You have a far better chance of taking these groups out before back up arrives now. If you take them out before the reinforcement group spawns then the group will not spawn at all.

Update: 24 Apr, 2021 @ 7:23pm

-Added an extra level of ground vehicle spawns to planetary encounters. Same as the others but this one uses shields.

-Added the Metra FBT 82 Utility Truck. Tis a variant that carriers a shield generator, keeping other nearby vehicles safe.

-Behaviour changes for Planetary Fighter type spawns. Getting their behaviours right is a never ending struggle.

Moving ground grids are so close, just one little thing in the way.

Also, there appears to be a bug or something in the waypoint system. Sometimes grids assigned waypoint triggers will instead load behaviours that use different waypoint triggers if in the same spawn group. I have no idea why this happens but it happens. I apologise for the clump of ships you may encounter in your games but hopefully it will be fixed soon.

Update: 23 Apr, 2021 @ 12:32am

-Other changes to outdated triggers.

Update: 22 Apr, 2021 @ 11:26pm

-Behaviour changes for the Javelin I forgot to add.