Well I hope you like what I have planned for the update. This will be a massive update to the mod. I am sure I am missing things from this list so if there are any glitches/bugs/oddities not list that should be looked at please let me know. Here is the current status
Fixes:
-
(Done) Jumpgate alignment. I finally figured out the stupid quinterion rotational values so the gates no longer spit ships out upside down. This will reduce traffic jams since capital ships no longer have to pull into the outbound lane, park in the gate, and then roll 180 to align before actually going through.
-
(Done) Zone Overlap & Resorces. Zones have been spread out more so they no longer overlap like they use to. Among other things this corrects the issue were Mining Ships thinking some of the zones have resources when in reality the false information is coming from an overlap with another zone.
-
(Done) Stuck NPC Traffic. Also caused by overlap issue where some of the patrols would get stuck because they would be in both the source & destination zones at the same time causing them to never really doing anything. Also affected mining ships.
-
(Done) NPC Combat traffic adjusted to be more efficient with fewer wingmen to help on computing resources. Please note this gets offset somewhat if you enable CWIR.
-
(Done) NPC Trader Cargo Baskets are now empty when spawned. No more freebie wares, the traders will actually have to go get it from somewhere now.
-
(Done) Readjustment of all resource regions to try and optimize their affect on peoples machines. I originally sorta spawned them with default values and left them. Dense fields look neat but using an 80km radius field when you don't need to really kills processing.
Additions:
-
(Done) 4x pirate specific zones (with station & patrols)
-
(Done) Significant increase of Player & NPC Build Locations (To support CWIR zone control gameplay). I will have to actually count them later but pretty much every zone in the cluster got at least 3 player accessible build locations & many got npc only locations as well.
-
(Done) 2x New Gates (Teladi & Home of Light both linked)
-
(Done) M Trader Adjustments. These have now been divided into two groups, Import & Export. Importers will buy 0-2 gate jumps but sell only in Hiigara, Exporters will buy only in Hiigara but sell 0-2 gate jumps. Build a Warehouse will let the M traders transfer goods between the two groups as a galactic trade hub.
-
(Done) L Traders reduced to offset the gain of the M traders as galactic couriers.
-
(Done) NPC Pre-built habitats replaced. There is now an NL Civ Shipyard & Johnferson Civ Boatyard in their place. A little more useful place to sell finished products to.
-
(Done) NPC Factional Stations reduced from 4 per gate to 3 per gate. Civilian Shipyards removed from their control since the "neutral" factions operate them now.
-
(Done) NPC Factional Stations now hard spawn rather than built from CV. The old code I was using for CV based construction didn't work properly OOZ. Not an issue in the Vanilla Game but CWIR generally killed them off before the station ever got built if player didn't visit frequently. Its still dynamic so they won't show up until the gate opens.
-
(Done) Teladi & HoL only get a single NPC Factional Station for each of their gates. These gates will only activate if you actually have the DLC installed. If you don't have the DLC then they will remain closed.
-
(Done) Two new bypass highway sets. These function similar to the HoL highway seamlessly transitioning between sector & cluster highways allowing you to rapidly get from jumpgate to jumpgate without using all the micro highways to visit all the zones in between.
-
(Done) Multiple additional Jump Beacons. The way jumpdrives are targeted lets the code find the closest beacon to their destination when jumping. Each gate has its own beacon on the "exit facing" side to help speed up leaving the sector. Extra beacons were also added to Outskirts so Pirates & CWIR Invasions don't have to follow predictable routes.
-
(Done) Additional non-resource regions to add actual clouds and gasses to areas that should be blanketed by nebula rather than just a greenish color shift. Also adding actually debris & wreckage fields to the zones named Karos Graveyard & Debris Field.
-
(Done) Empire Builder style Game Start to spawn in Hiigaran Clusters with a collection of CVs.
-
(Done) M Trader Consolidation to follow the same formatting I used for the combat ship jobs.
-
(Testing) Verify all the new text strings have proper entires in the Language Files
-
(Testing) Custom Background/Skybox for the cluster
-
Proper CWIR Support. This is a big one since that mod more or less extends the life of the game and makes it more fun. I have code in place that detects if CWIR is installed.
---
(Done) If CWIR is detected all the gates will be forced open, all NPC stations will be spawned so CWIR can classify stating ownership of Hiigaran Zones properly.
---
(Done) If CWIR is detected all NPC Combat Jobs are reset to a more aggressive Defense/Invasion oriented set designed to follow CWIR's example.
---
(Done) CWIR Inspired NPC Combat Jobs actually utilize the new ship types that are added by CWIR's Player Shipyards components. Pirates also get the new toys so beware.
---
(Done) Patch to CWIR's location decoder so that CWIR invasion mechanics will actually recognize sections of Hiigaran Space and being of interest to the main waring factions. Those default stations might actually get blown away during a war.
---
(Done) Patch to CWIR's station check to include Hiigaran Space as potential location for additional NPC stations & NPC build locations to encourage expansion.
---
(Done) Player Accessible Build Locations added to the "incoming" side of the jumpgates. If a specific faction is giving you alot of issues, such as xenon invasions, then build the PMC inspired Overwatch Command Station that CWIR makes buildable on this spot. Not guaranteed to kill everything before they jump away but should make for an effective blockade.
---
(Done) Invasions not targeted to Hiigara CAN & WILL used the cluster as a shortcut. This is mostly noticeable with the Xenon trying to kill everyone as the cluster offers a useful shortcut to every major cluster in the game. They do use it heavily.