Hi guys,
Conquer Mod version v0.19s is ready. Sorry by the delay from last version, we worked a lot over CWIR last past 2 or 3 months.
Here the final changelog. It really have a lot of new features and is very playable, challenge and fun to play now. From beginning to the end of an entire free game. (X:R 3.61 compatible):
Changelog v0.19s:
- Patrol zones of interest. Any zone owned by any faction will be checked regularly by the presence of this faction small patrols that will stay in zone patrolling gates, jumpgates, outposts and zones with resources. Others zones without POIS will be also patrolled but with less frequency. So, no more empty strategic zones. They will be guarded.
- The invasion algorithm was improved and now works as intend: the zones with high strategic value will be invaded first and the invasions will be more consistent, which means that a faction will try to conquer a strategic zone first sending reinforcements if needed. If a zone have already enough invasion forces in fight, this faction can send also invasion forces to the next strategic value zone and so on. Also others zones with less value can be invaded same time as an strategic option.
- New Hyper jump technology. As we know, in Conquer Mod the factions have acquired a new jump technology that allows military fleets to hyper jump directly over zones to be invaded or defended. This technology is also used on Probes. When you open the holomap and choose plot course (to a zone) it will opens a new radial menu with these options: "Hyper Jump to Zone, Hyper Jump with Squad, Hyper Jump Squad only, Hyper Jump Squad to me, Drop Probe at my zone, Send Probe at chosen zone". This new feature, besides very expensive and in need of some special rare wares, will allow to complex military maneuvers, strategic invasions and support for allies factions. It is a needed feature that was absent until now. This feature use euclid´s base code with his permission and works up to 4 layers of escorts on your squad.
Thanks euclid!
- Added support for Capital Ship Bridge: probes can be sent and hyper jumps can be made with or without your entire fleet from inside a capship bridge.
- New radial menu option for capships: Squad Attack stance / Squad Defence stance. This is a handful way to put all capships Defence Officers in your squad in attack or defensive stance at once. In combination with Better Turrets mod (already inside CM) this feature will make the board action really fun and challenge and a valuable option on the battlefield. Open communication with any of your own squad capships, then chose: New Order >> Attack...>>Squad Attack stance / Squad Defence stance. This works up to 3 layers of escorts on your squad at once
- New radial menu option for capship traders. "Sell a ship" will be always disposable now (even if the shipyard is busy) and a new "Cancel my request" that allow you to cancel a build, repair or upgrade request. These two above new options have also new properties: selling a ship will add wares to the shipyard (will recycle the ship components) and you will receive a god money, if you cancel a build, upgrade or repair process, the wares can also be recycle and your money can be refund in a percent.
- Outposts are now really built by factions using a special CV - OPCV. You can now try to board (and sell) or destroy then before an Outpost was built.
- Now you have more two ways to earn money: by conquering zones and by stations taxes. And one more expense: salaries. For each zone that you conquer (or help to), RoC will pay you 6,000,00Cr (if a player capship stay there alone until the Outpost is built) or 2,000,000Cr (if a player capship is there with ROc capships until the Outpost is built). Stations will pay taxes and crew will need salaries. Each station can generate taxes enough to pay salaries for 1 station plus 5 to 8 capships. So, now, conquer zones and build stations give an extra profit to you. Take this in mind!
- Xenons and PMC will be a bit more aggressive. The correct amount of ships to really conquer a zone is more frequent now in invasion fleets. So, the fleets will be, more frequently, major in size (but not always - a limiter and some randomness is always present).
- Fixed and improve some CM features like the trade/miners microjumps when in danger and OOZ combat.
- A lot of others small fixes here and there that i cant recall now.
- By some changes above is necessary to start a new game, or use this mod over an old save game that yet have not any previous conquer mod version.