Space Engineers

Space Engineers

ACI-Rival
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Update: 22 Apr, 2021 @ 11:03pm

-Behaviour changes across the board to account for new thrust multipliers. Most things should fly much better now. Especially planetary fighters.

-Added an extra encounter to atmo/space reinforcement groups/player known area spawns. Nothing too exciting just tier 2 versions of already existing encounters. Tier 2 versions of grids have increased max speed and a 33% damage reduction. They generally also include extra armaments.

-Added a retreat trigger to the Javelin Carrier for when it loses too many guns to continue fighting.

-Still expanding Planetary Encounters.

Update: 22 Apr, 2021 @ 4:54pm

-Forgot some files.

Update: 22 Apr, 2021 @ 4:21pm

-Removed shields from the earlier gen ships. The newer ones will utilise shields instead. Shielding still exists within the mod and will do so for higher threat ships later on.

-The older generation of ships will instead rely on better armour through damage reduction multipliers instead of shield tanking.

-I have begun to use thrust and damage multipliers for my encounters. The other option was to use mods that added more thrusters and armor blocks. Not wanting to bloat my requirement and block list I have gone with multipliers instead. Thrust will be using the same numbers as Upgradable Thrusters/Tiered Engines. So that will be up to 4 tiers of thrust. x2 x4 x8 and x16. Armor will have similar damage reduction tiers.

-The tier can be seen in the antenna name of a grid. F-7A vs F-7A II for instance.

-All grids use tier 1 thrust which is 2x on all force produced. Upgraded grids will use different thrust multipliers depending on demand.

-All encounters now use these changes. The lack of shielding on the current list of encounters does make them easier but more encounters are still coming. This mod is far from complete.

-A few reasons exist for these changes. The first being ship performance which has seen quite the increase, especially on planets, less crashing. The second is attempting to give ACI more ways of keeping itself alive instead of maxing out shields. This can be seen particularly in fighters who are now more maneuverable, able to more effectively dodge fire and perform their role.

I originally did not want to use modifiers for anything as they are somewhat unfair tactics to use against the player but this allows me to create behaviours more easily and mix up the tactics you must use against ACIM. This also means less mods to rely on.

-NONE OF THE THRUST OR ARMOUR MULTIPLIERS EFFECT OTHER NPC MODS. ONLY THE ONES IN ACI-RIVAL.

Update: 20 Apr, 2021 @ 11:13pm

-Gave the Marauder drones antennas. I somehow forgot to add them, it was not my intent.

-Gave all targeting profiles without a refresh a refresh tag. It should make sure the current target is valid after 20 seconds or look for a new one. A silly thing to overlook.

-Edited the Arx Light Outpost "Boss" Spawn behaviour. Added another trigger for when you come into firing range of its torpedos. The reinforcement spawn for this encounter occasionally does not spawn. Still trying to work it out.

Update: 20 Apr, 2021 @ 9:13pm

-Let entities pass through the Whiplash Heavy Cruiser shields. Its projectiles would detonate on itself sometimes.

-Forgot to give the Whiplash a close range behaviour switch trigger. It has one now.

Update: 19 Apr, 2021 @ 12:43am

-Enabled/Changed up the Stealth Cruiser Alpha behaviour. I may have enabled it by accident in my last update and so there was probably a borked version floating around in your games. Quite sorry about that.

-The Stealth Cruiser spawns into space player known areas and costs 5 SIP to spawn, starting at 2000 threat. It will attempt to sit at a max range of 9500 and fire torpedos at anything hostile. If you attempt to get close it will try and put distance between you and it, then follow again. It will also generate 1 SIP per 3 minutes. It is not particularly hard to defeat but it can call for back up. There is a chance that back up will not arrive. Still if you can snipe the antenna before you engage then you probably should. Higher threat versions will exist in future. It will automatically retreat after 15 minutes if you do not manage to take it out before then. Like other player known area spawns it has an antenna range of 1k.

-Other changes to Spawngroup behaviours.

-Still working on planetary player known area spawns. Needing to account for gravity makes things difficult at times.

Update: 9 Apr, 2021 @ 12:54am

-Behaviour changes for F-10s and Predictors.

Update: 6 Apr, 2021 @ 6:41am

-Added in a missing spawn tag.

Update: 6 Apr, 2021 @ 1:53am

-Enabled missile strike type Space Player Known Area Spawns. This currently leaves Space Player Known Area Missile Strike type spawns at 4100 threat. Will be expanded in future. Speed and point defences are your friend for these encounters. Might need tuning.

-Added the Whiplash Heavy Cruiser to Space Player Known Area spawngroups. This Cruiser launches custom player made missiles and projectiles at the player. Usually these would be built with projectors/welders/merge blocks/etc within the ship but I have made them spawn just outside the physical build system instead due to ai and performance reasons. I have made it so any damage to the systems that are meant to physically build these things will disable the spawning of said Missiles/Projectiles. So hitting the hangar doors below the ship or damaging the welders inside will stop the missiles from spawning. Hitting the gravity launcher systems on the front of the ship will disable that weapon also. It Currently Launches a max of 12 player made missiles and 12 rail gun projectiles. I don't know why I am having such a hard time explaining this.

-Added upgraded variants of the F-7M, Valiant and Whiplash Heavy Cruiser.

-Due to a feature currently not working I have given all missile strike type behaviours a timer that will switch to a close range variant after 5 minutes. This should mean less ships flying around out of attack range and without ammunition.

I know I said I was working on expanding planetary encounters but I had to get these ones sorted out first. Back to planetary encounters I go.

Update: 4 Apr, 2021 @ 10:27pm

-The Praetor was not piped correctly. It is now.