Tangential Assimilation(BETA?)

Abilities, Research and other tidbits

http://www.mediafire.com/?ajs9zq72iu1sebz

Over the past month I've put together a (somewhat) functional mod comprised of the scraps of my original project.  I ultimately intend to add at least one new race to SINS, but due to time constraints, tangential editing, etc. I decided to finish the more rudimentary aspects, i.e. adding odds and ends to the original races, before finishing up with the new race.  This is NOT a complete mod, rather, it's more of a test bed and proof of concept for some of the other things I want to try.  I want to get a team together for completing this (and my other projects) and I would greatly appreciate any feedback you can give me. 

EDIT: forgot to mention, this is for the latest version of Diplomacy only.

KNOWN ISSUES

The Advent crash ~5 minutes into the game.  The other races are fine, and I've already gotten to about an hour each on the TEC and Vasari with no unresolved crashes.

Many strings are missing from the new stuff, particularly in the research trees.

Due to time constraints and lack of experience on my part,  there are no new HUD graphics or particle effects for any of the new abilities.

Other bugs may appear with time, so be wary.

CHANGELOG

TEC

 

Abilities

 

Capital Ships

Embargo Replaced with Evasive Maneuvers- passively boosts the evasion of all nearby fighters

Gauss Blast range increased to 9000, damage increased to 525/850/1275

Flak Burst range increased to 3600/4200/4800

EMP blast damage increased to 500/950/1150

Incendiary Shells Apply Chance reduced to 30%/50%/50% and converted to deal instant damage

Incendiary Shells now also temporarily reduces armor by 2/3/3 points for 10/10/15 seconds, infinitely stackable

Targeting Uplink range bonus increased to 10%/15%/25% and accuracy bonus increased to 20%/40%/60%

Targeting Uplink now boosts damage by 5%/10%/15%

 

Structures

Gauss Defnese Platforms have four new abilities- Flak Burst, Explosive shells, and Radioactive Slug

Radioactive slug deals heavy damage and disables regeneration

Explosive shells causes the turret to deal AOE damage over a wide area

TEC mine now does additional shield damage and drains antimatter when upgraded with research

gauss defense railgun now does damage directly to hulls

Argonev Jump Destabilization now does 40%/50%/60% hull damage with research

Novalith Cannon Strikes now periodically "Contaminate" enemy trade ships orbiting the afflicted planet

these ships kill population and lower the population cap and trade income of enemy planets they visit

 

VASARI

 

Abilities

Capital Ships

Phase Out Hull damage increased to 500, duration increased to 8/12/16

Phase Out Hull now also drains 50 AM from enemy targets upon reversion to real space

Gravity Distortion now grants invulnerability to the effects of Star Base destabilization

Phase Missile Swarm now deals additional damage directly to the hulls of targets in addition to its regular damage

 

Frigates

Overseer now has two new abilities- Absorptive Armor and Amplify Missile Phasing

Amplify Missile Phasing passively boosts the chance for the nearby vessels to bypass shields w/ phase missiles

Absorptive Armor reduces incoming damage, boosts shield mitigation and regeneration rates, and converts energy weapon damage to antimatter

Jump Degradation is now a passive ability

Jump Degradation now causes incoming ships to lose a percentage of their antimatter and hull points upon exiting phase space

Structures

Orkulus Detabilization damage increased to 35%/42%/52% and additionally increases the jump departure range by 10%/20%30%

Missile Defense Platform has 4 new abilities- Nanite ECM, Nanite Micromines, Nanite Shrapnel, and Reintigration

Reintigration is a channeling healing ability that is available after unlocking both the Hangar Defense and Repair Platform structures

Nanite Shrapnel allows the platform to deal AOE hull damage and armor reduction upon attacking

Nanite ECM hampers nearby enemy vessels (i.e. reducing accuracy)

Nanite Micromines jams the weapons of nearby enemy fighters

Hangar Defense Platform has 4 new abilities- Inertial Field, Reintigration, Nanite Micromines, and Phase Anomaly

Inertial Field slows nearby enemy ships

Phase Anomaly randomly phases out nearby friendly fighters upon being attacked, and increases their evasion upon reverting to real space

 

 ADVENT

Abilities

Structures

Beam Defense Platforms have three new abilities- Spite, Grudge and Wrath

Wrath retaliates damage the turret is dealt

Grudge is a channeling ability that causes the target to suffer increased damage and act as a "Taunt" for nearby Advent ships

Spite is just like malice, only tuned for fighters

Hangar defense Platform hase a new ability which boosts shield regeneration rates

Advent have a new tactical structure- the shield platform

the shield platform has three abilities-

an upgraded version of the Hangar shield bestowal ability

the new shield regeneration ability from the Hangar Bay

an upgraded version of the Guardian's shield projection ability

OTHER

Orkulus Disintegration damage always ignores shields, as does the Transcencia's Psionic Surge

new research reducing "similar" structure cost for both Advent and Vasari

augmented HP Logistics and Tactical slots for many planets

Increased star base capacity for many planets

increased hangar points for all race's hangars and star bases

reworked defense tree, i.e. moving PJI access to Defense for Advent and Vasari, etc.

new abilities for many uncolonizables

reworked star abilities- the good and bad effects of all abilities increase in potency from red>yellow>green>blue

 

 

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