- Z could you please remove the “Activate Sleeper Agents” research (in the “Hand of God” research tree). It doesn’t work. It’s not possible to track a ship.
I'll look at the ability it's supposed to attach a buff to a frigate that will then tag a planet to be probed.
- I’ve made quite a few changes to the entity files for the cap ships to add more individual character to each ship including the cost to build cap ships, hull points etc. I’ve decided to remove resurrection from the ships that shouldn’t have it – Hades and Djerba baseship (as we discussed - doesn’t fit with canon), however considering that the Guardian has a Hybrid onboard, technically it should have resurrection, so I’ve given it this ability.
Changing from my understanding causes the AI to not randomly build capital ships.
Removing shields causes mitigation to no longer work which is a feature of the mod for point-defense weapons.
Adding a shield mesh with the point-defense mitigation in place causes odd behavior.
I'll look at the balancing changes compared to my notes. I had the ships balanced out by armor and hull to be comparable to their counterparts initially.
- Changed the Alien artifact ships so that they can have shields.
They had shields before. Do you mean a shield mesh? I can look at creating a properly sized shield for them.
- Have created a new artifact to replace the “Phase Artifact” – one that represents a more powerful, unique and “alien” technology, a true “cloak” which makes the ship completely disappear from the enemy, is invulnerable, but can still fire weapons. It will use the Phase Artifact model.
The Cloak ability is not a good fit for artifacts as they have to be always on (i.e. there is no way to control when to cast the ability).
The other changes appear ok.