X Rebirth

X Rebirth

UFO - Ultimate Fleet Overhaul
1-4 van 4 items weergegeven
Update: 3 feb 2015 om 12:00

- [2015-02-03 - V0.6.1 Beta]
Compatibility with X:Rebirth 3.20

Update: 17 jan 2015 om 2:30

- [2015-01-17 - V0.6.0 Beta]
Compatibility with X:Rebirth 3.10
Made Fleet Management UI accessible via the sidebar

Update: 1 mei 2014 om 8:35

Release history

- [2013-11-28 - V0.1.0 Experimental]
Initial Release
- [2013-11-28 - V0.2.0 Experimental]
Fixed issue where defence officer scripts wouldn't properly start on load
Added "Broadcast Orders" menu that allows better fleet
- [2013-11-29 - V0.3.0 Experimental]
Changed wording from "Order" to "Stance"
Fixed bug that caused fleets to not engage some enemies
Added option to set stance for single ships
Fixed core game bug where defence officers could not be commed on capital ships through the property menu "CO" button
Added "Fleet Report" option that allows to get an overview of all active stances (note that you have to broadcast stances
at least once to all ships in order for this to work)
Made it impossible to add capital ships to a fleet that don't have a defence officer
Made stance broadcast affect selected ship as well in case it is not the fleet commander (i.e. has no commander itself)
Improved the way orders are acknowledged (by showing many NPCs at once)
- [2013-11-29 - V0.3.1 Experimental]
Fixes a bug that causes capital ships being unable to follow you into other sectors/clusters
Also disabled jump fuel requirements for now until I can come up with a more elegant way of handling jump fuel (like making
the needed amount base on navigation skill of captain and science skill of engineer)
- [2013-11-30 - V0.3.2 Experimental]
Workaround for core game bug causing capital ship radars to fail to detect any enemies
- [2013-12-01 - V0.4.0 Experimental]
Added possibility to choose engagement distances
Removed XS ship categories (didn't make sense really)
Reordered "Assign Commander" steps to make it more easy to assign multiple ships at once (thanks to ShadowWalker999 for the idea)
Added "Real-time Fleet Status Report" feature when engaging enemies
Captains prioritize enemy capital ships for movement during combat (and try to have their most DPS efficient side towards the enemy)
Fixed the turret light problem for good
Implemented first "Fleet Command" - "Attack Zone"
- [2013-12-03 - V0.4.1 Beta]
Fixed a bug that caused the stock "Take me to..." and MCE's "Move to zone" to not work
Added functions to activate UFO scripts on all defence officers not running a UFO script on game load, as well as when assigning them
to work on a ship (i.e. replacement for discontinued CSE mod)
Also added possibility to set stances on defence officers when their ship is not part of a fleet"
- [2013-12-15 - V0.4.2 Beta]
Fixed bug that caused capital ships to not fire their main weapons (e.g. Balor torpedos)
Reintroduced gravidar checks for enemies (also fixes bug of ships not attacking stations)
Added option "Remove from Commander"
Added uninstallation script
- [2014-03-20 - V0.4.3 Beta]
Compatibility update for game version 1.25
Moved fleet menu to MAINMENU/3/4
Disabled in-zone boosting since it caused issues for many player
- [2014-05-01 - V0.5.0 Beta]
Major rewrite of almost everything in the mod
Added Fleet Management UI

Update: 7 apr 2014 om 23:38