Not the official release, this is Release Candidate 2 for r14. I have not found anymore bugs but the difficulty seems a bit rough. Please give me some feedback
Download:
SPK:
http://www.filefront.com/14521535/Impro ... %20r14.spk
Zip:
http://www.filefront.com/14521539/Impro ... %20r14.zip
Those upgrading from RC1 to RC2 need to run a reinstall from the menu to activate all changes.
r14 Major Changes
New Kha'ak AI!
Invasion Method
The Kha'ak have began to deploy forward assault bases throughout the universe. These bases are built outside of normal (unmodded) sensor range and appear to have several dangerous capabilities including:
1. They are armed with launchers for the newly discovered Fang class torpedo.
2. Rapidly building...or spawning...smaller Kha'ak fighter craft.
3. Combining smaller Kha'ak craft into larger capital ships
4. Building and deploying deadly new Kha'ak guardians around the sector.
5. Emitting a stealth field which hide both the base and nearby friendly ships from recon drone sensors
6. Acting as a jump beacon to bring in Kha'ak response forces
Thankfully the number of forward bases the Kha'ak can field appears to be limited and base deployed Kha'ak have unique behaviors which helps to identify sectors where a base may be hiding. Finding the bases is a bit troublesome though
New Ship Behavior
Kha'ak ships have been seen acting a bit differently and they seem to have undergone some technological upgrades. Primarily we have seen:
1. When destroyed IR Kha'ak ships now break apart into their constituent fighter components. A destroyer may break apart into a corvette or two and several smaller fighters, while a fighter may break into a scout. Finishing off a Kha'ak swarm is messy business.
2. The Kha'ak p2p jumping technology has changed quite a bit. While you are in the same sector you will see the Kha'ak ship flash out of existence and your computer will generate several jump traces to help you see where the destination will be and the time it will take. If you get lucky you can destroy the ship in transit too! Your boardcomputer will warn you if you appear to be the target of a p2p jump as well.
3. Kha'ak Carriers no longer carry fighters, they carry and generate the deadly Fang class torpedo. Carriers have also been seen to act as missile screens and will protect themselves and nearby Kha'ak from missiles.
4. Kha'ak Guardians, the immobile spheroid ships, have been seen blockading gates and protecting Kha'ak stations. They both defend Kha'ak forces from missiles and launch flurries of Thorn missiles at enemy ships. While guardians are relatively weak, they break apart into a somewhat dangerous swarm of ships when destroyed so be prepared!
Kha'ak Fang Torpedo
The Fang torpedo is a smart, self contained Kha'ak weapon system built into the chassis of a scout-class fighter. Like a Tempest missile it will change targets if the original target is destroyed. It also uses an unstable reactor core which continually increases output causing the torpedo to increase in speed as time goes by. Unlike normal missiles the Fang can detonate in several ways depending on the situation:
1. When destroyed the Fang emits a small explosion that is only a threat to nearby small fighter craft. Much like a standard anti-matter mine.
2. In single-target mode the Fang will self destruct on a collision course bathing a ship in an antimatter inferno. This causes heavy damage to the targeted craft along with significant area damage that is dangerous to lethal for all fighter craft. When single targeting a fighter craft the torpedo will decrease the single target damage to increase the area damage range.
3. When the torpedo senses a swarm of small craft it will decompose into a swarm of missiles to take out smaller drone and m5 craft swarms.
4. When area damage would kill too many allies, or it just feels like it, the fang can focus its energies into generating an emp burst which will damage shields, weapon system energy, and even temporarily freeze a ships conventional engine.
New Xenon AI!
Researchers have recently noted the Xenon are acting quite differently and have termed this these new activities as the 'genocide ai'. Instead of defending their sectors the Xenon are holding back small response forces while focusing on taking new sectors as quickly as possible. There are no more 'invasions' floods of ships have been seen pouring out of gates throughout the commonwealth. Ship behavior seems to be nearly the same, but the Xenon carriers have begun to mimic commonwealth carrier behavior with the smarter fighter targeting and missile defenses.
New Options
Universal
1. Hot War Editor - The hot war editor can be found in the primary menu screen when hot war is enabled. This will let you shift the race relations of neutral and nearly neutral races so they will be friends or foes in the hot war system. This will also let you change the way races view you if you are nearly neutral with them, very useful so you can start the terran quests as most starts have you being a neutral, but hot war enemy, of the terrans.
2. Smarter Carriers - Codea light if you know of that mod. Carriers will send fighters out in relation to their targets strength and will have active missile defenses.
3. Rewards - You can set the magnitude of the rewards given for killing IR ships or even turn them off. Note that reputation rewards will be given for the original owner of a sector. So if you kill the Split in a sector that used to be Boron you will gain rep with the Boron, lose rep with the Split and get paid for it! The rewards are also given when any of your ships makes the kills, even when not in your sector. Non-IR ships will not give rewards.
Xenon
1. Genocide Limiter Base - This is a technical option that changes the base number of ships IX should expect to see in the universe. The default of 500 is good for x3tc, but you may have to move it up or down for custom universes or the presence of other scripts/mods which change the number of Xenon in the universe.
2.Ignore Reduced Fighters - This will let the Xenon ignore the reduced fighters universal option so they will build fighters while the vanilla races will not.
r14 RC2 Changes
1. Removed debug message from Xenon stations
2. Improved Xenon ship building randomization
3. Slowed down Kha'ak ship production
4. Lowered Kha'ak response force pool
5. Standard pirate bases now have response forces like Anarchy ports
6. Recon drones have a 5% chance to pierce Kha'ak cloaking field
7. Due to their fear of the Kha'ak, other races will use larger counterstrike forces against them