DN5.06 Fix list
The next release of Dark Nova 5 will actually be 2 versions. V5.05 fixes some bugs that I introduced in v5.04 (oops) and v5.06 adds a whole lot more. Though I'm not quite there yet, I'm getting really close. Here's the list so far and a few more smaller details will be added before release too, I hope.
v5.06
Added- Self-Contained Bridge component.
Changed- All Bridge/Master Computer/Crew Quarter/Life Support components to Inner Hull placement only.
Added- Command Bridge component.
Added- External Control Center component.
Added- Remote Control Center component (not working proper yet)
Changed- Crew Quarters amount to 50 + 25/level.
Added- Officers Quarters component.
Added- Weapons Crew Quarters component.
Added- External Crew Quarters component.
Added- Luxury Crew Quarters component.
Added- Fighter Pilot Quarters component.
Changed- Cargo Space Ability of all components with cargo now dependant on Cargo Tech level (except Colony modules).
Added- Small Crew Quarters component.
Added- Android Crew component.
Added- Cybernetic Crew Quarters component.
Added- Medical Crew Quarters component.
Added- External Life Support component.
Added- High Capacity Life Support component.
Added- Small Life Support component.
Added- Enviromental Control component.
Changed- added Life Support ability to Medical Bay.
Added- Military Theory Tech.
Added- Shell Technology Tech.
Added- Logistics Theoretical Tech.
Changed- Fighter Bay, Mine Layer, Drone Launcher, Satillite Bay and Fighter Hanger to depend on Logistics Tech.
Changed- Increased max level of Fighter Bay, Mine Layer, Drone Launcher, Satellite Bay and Fighter Hanger to 10.
Changed- Resupply Base remote distribution ability amount increased per level to depend on Logistics Tech.
Changed- Adjusted kt size of Scout, Destroyer, Cruiser, Battle Cruiser and Battleship for Technological, Organic, Crystalline, Symbiotic, Crystallized, Silica, Organic-Crystallized, Living, Living-Silica, Crystalline-Symbiotic, Ceramic and Ceramic-Silica racial/unique types.
Changed- Adjusted resource cost of Scout, Destroyer, Cruiser, Battle Cruiser and Battleship for Technological, Organic, Crystalline, Symbiotic, Crystallized, Silica, Organic-Crystallized, Living, Living-Silica, Crystalline-Symbiotic, Ceramic and Ceramic-Silica racial/unique types.
Added- Scout Weapon Mount.
Added- Scout Shield Mount. (shield amount modifier not working correctly)
Added- Escort Weapon Mount.
Added- Escort Shield Mount. (shield amount modifier not working correctly)
(want to add a special Corvette mount but have no ideas yet.-Added- Corvette.... Mount.)
Added- Frigate Weapon Mount.
Added- Frigate Shield Mount. (shield amount modifier not working correctly)
Added- Destroyer Weapon Mount.
Added- Bombardment Mount.
Added- Cruiser Weapon Mount.
Added- Stabilization Mount.
Added- Battleship Weapon Mount.
(want to add a special Battleship mount but have no ideas yet.-Added- Battleship...)
Added- Dreadnaught Weapon Mount.
(want to add a special Dreadnought mount but have no ideas yet.-Added- Dreadnaught...)
Added- Baseship Weapon Mount.
(want to add a special Baseship mount but have no ideas yet.-Added- Baseship...)
Added- Worldship Weapon Mount.
(want to add a special Worldship mount but have no ideas yet.-Added- Worldship...)
Added- Space Platform Mount
Added- Space Station Mount
Added- Battle Station Mount
Added- Starbase Mount
Added- Worldbase Mount
Added- Miniaturized Mount
Added- Hardened Mount
Added- Low Grade Mount
Added- Premium Grade Mount
Added- T.A.G Mount (Ship and Base versions).
Added- Gatling Mount (Ship and Base versions).
Added- Spinal Weapon Mount
Added- Light Weapon Mount
Added- Extended Range Mount (Ship and Base versions).
Added- Pulsed Weapon Mount (Ship and Base versions).
Added- High Energy Focus Mount (Ship and Base Versions).
Added- Extended Range Gatling Mount (Ship and Base Versions).
Added- Pulsed Gatling Mount (Ship and Base Versions).
Removed- Large, Heavy and Massive Ship Mounts.
Removed- Large, Heavy and Massive Base Mounts.
Increase some Theoretical techs to allow full research of some mounts
Changed- break out weapon platforms into different research sizes (weapon base, weapon station, weapon platform, Weapon Sentry, Weapon Bunker, Weapon Installation
Changed- Increased max levels of Chemistry.
Changed- Increased max levels of Construction.
Changed- Increased max levels of Industry.
Changed- Increased max levels of Military Science.
Added- Miniaturization Theorectial Tech.
Changed- Tech level requirement for Resourse Manipulation.
Changed- Plasma Missile Weapons tech level requirement.
Changed- Tech level requirement for Robotics.
Changed- Tech level requirement for Centralized Computer Systems.
Changed- Tech level requirement for Computers.
Changed- Tech level requirement for Torpedo Weapons.
Changed- Tech level requirement for Ship Capture.
Changed- Tech level requirement for Advanced Military Science.
changed- Solar Sails to Armor slot placement only.
changed- Solar Panels to Armor slot placement only.
v5.05
Changed- Adjusted defense modifier for Baseships and Worldships to -200%.
Added- Standard movement ability to Infantry.
Added- Jetpack component for Infantry and Zero-G Troopers.
Added- Two Per Vehicle restriction to all hand weapons.
Added- One Per Vehicle restriction to shoulder-mounted weapons.
Changed- Removed Inner Hull from weapon placements.
Fixed- Medium Supply Storage should be 10 kt not 5 kt.
Fixed- Tiny Supply Storage missing from availably Scout, Infantry.
Changed- Colony Modules now only available on Ships.
Added- All vehicle types to troop weapons capable of firing into space.
Added- Infantry slot layout to default slot configurations.
Changed- Mod uses Override Slot Layout file.
Added- Fyron's improved Override Slot Layout file.
Fixed- Point Singularity Ruins didn't grant access to Point Singularity weapons because of a typo.
There is a growing importance in this mod for Theoretical research. As it is right now, all the 'extra' new mounts rely on theoretical research to discover and to advance in levels. There are also other components (and soon facilities) whose abilities will be improved with more theorectial research.
Example: Resupply Bases. The level of the RS will determine how much supplies and ordnance it will generate each turn. But the level of Logistics research will determine how much can be remotely distributed throughout the system. It'll be possible to have a resupply base that could distribute more than it can generate in a turn or vice versa.
All of the mounts in this version have their abilities depend on the level of the mount. I am toying with the idea of changing it so that the abilities of some mounts will instead be more determined on the theorectical research than the Mount level.
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
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