Just another small patch. This one contains the same changes as Alpha 0.11.
Install over the main Alpha 0.1 mod.
Changes new to 0.12:
-Altered research so that weapons are affected properly.
TEC Laser research boosts fighter lasers, TEC missile research affects a variety of missile and torpedo types, TEC Autocannon research affects both the heavy and light kinetic weapons on the first one, only light on the second and heavy on the third. Gauss research affects Plasma weapons.
This is just temporary until proper research techs are made.
- Split Graviton Shields passive into three parts.
the original 15% physical reduction is now for larger ships only.
Fighters get "AbilityGravtionShieldsFighter" instead which only gives a 5% reduction.
Third one "AbilityGravitonShieldsFlagship" is unique to the Dreadnaught Flagship as it also gives it ambient engine noise (silly starbase code doesn't allow engine noise)
-added boarding party ability to Liberator
Liberator is meant to be an armed Marine Transport that can capture large ships (not fighters!) and planets.
-Dreadnaught was incorrectly using "Light Laser" weapon type for it's lasers. Changed them to "Laser" weapon type
-added graviton shields to Military Transport (Refinery ship)
-changed Civilian Rhino's Graviton Shields to the 5% version (Trade ship)
-Altered some strings
-added the new graviton shield entities into manifest
Previous 0.11 changes:
-Liberator Shield regen upped from 0.5 to 60
-Independance Shield regen upped from 5 to 75
-Dreadnaught Shield regen upped from 10 to 200
This makes Capital shields work a bit better, they will still go down quickly to anti-capital weapons, but are able to recover much better now.
-Changed starting ship/s from Patriot-S to Liberator
Liberators are pricey, so a free one or two should help speed up early game.
-lowered reflection on station textures
was a little too much for my liking. Lowered their reflection a bit.
I havent downloaded this patch yet but in the previous first alpha release i noticed that when ever i made a fleet/group thingy with a liberator, whenever i clicked on the group icon, it never selected the whole fleet. The Liberator was always left by itself. Not sure if thats intentional or something you know about
Colony ships are not counted as military ships by sins. This is what causes the behaviour
You can use control groups to override this behaviour if you need to.
Control group?
As in pressing the control button and a number, say 1. Then every time you press 1 it selects those units.