This mod started as a series of minor changes in preparation for the work on my
new race, but it evolved into something too large to be included with my original plan...
I added ~20 new abilities as well as tweaking the stats for old abilities. I also added
two new structures for each race (three for the advent) one star base each for the
Vasari and Advent, as well as a new upgrade for the Argonev.
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
TEC mine now does additional shield damage and drains antimatter when upgraded with research
An additional point of research into the Hangar defense turret upgrade gives it the Proximity Fuze ability- bosts accuracy and deals additional damage vs. strikecraft
gauss defense meson bolt cannon ability now does damage directly to hulls
gauss defense platform has three new abilities- explosive shells, nuclear missile and AA missiles
aa missiles does damage to nearby hostile strikecraft
explosive shells allows the platform to deal heavy AOE damage attacks over a wide area
nuclear missile deals heavy damage and temporarily disables regeneration
Argonev Jump Destabilization now does 40%/50%/60% hull damage with research
Novalith Cannon Strikes now periodically "Contaminate" enemy trade ships orbiting the targeted 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 Warhead moved to Marauder, replacing Subversion
Gravity Distortion now grants invulnerability to the effects of Star Base destabilization
Gravity Warhead's slot has been replaced with Amplify Missile Phasing- a passive AOE ability that boosts the shield bypass chance of phase missiles
Phase Missile Swarm now deals additional damage directly to the hulls of targets in addition to its regular damage
Frigates
Overseer now has a new ability- Absorptive Armor
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 upone being attacked, and increases their evasion upon reverting to real space
ADVENT
This is an updated version of my original mod. I added ~20 new abilities as well as
tweaking the stats for old abilities. I also added two new structures for each
race (three for the advent) one new star base each for the Advent and Vasari as
well as a new upgrade for the Argonev. The defensive structures for all races
now have ~four abilities each, and the Overseer and the Subjugator have been
modified to make them more effective at their roles. For personal convenieance
during testing, I merged this with the diplomacy version of the dynamic combat
mod, including the particle effects.
There are no new graphics or particle effects. Many of the strings are present, but some are
not yet added. The research tree suffers the most from this, especially due to the
lack of cost balancing; because of issues with the arrow connectors, I decided to postpone
changing anything costwise... the research tree was enough of a pain as it was. This mod is
also only compatible with the latest version of Diplomacy, due to the usage of the new effects
in several of the abilities.