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Update: December 30, 2012 | Revision: 1000

 

Fixed broken Supercap Factory for NR on Quick maps, BAC now has research prereqs as it should, and some other minor stuff.

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Update: January 1, 2013 | Revision: 1001

 

Reduced chances of Buzz Droids disabling engines by 1/2/3%, modified Rep's and Imp's relationship ratios. Oh and, happy new year!

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Update: January 3, 2013 | Revision: 1004

 

Modified hull repair rates for a handful of ships, removed fighters+increased resource/supply cost of Acclamator-II, added new Vong culture station model, and added the Rothana Destroyer, both new models by Warb, plus some other model fixes.

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Update: January 5, 2013 | Revision: 1005

 

Fixed some capital ships having incorrect armor types and removed Assault Frigate Mk.I from Alliance's capital ship menu.

 

Thanks to helpful feedback from Chimaera, I've gone through every single color texture file in the mod, and added an all black alpha channel to any file that didn't have one. This, assuming I properly made all the alpha channels, should eliminate the "ships showing up entirely as a team color" glitch. That was nearly, or over, 200 files. A warning to skinners; always make sure you have an alpha channel, even if it's all black, as without one the game can consider the texture has having an all back or all white alpha.

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Update: January 6, 2013 | Revision: 1006

 

Adjusted pirate raids; they should not be as overwhelming as they are currently, esp. early game. Also added a map called "Planet Samples" which is meant for new players to get a small look at the various planets present in NU.

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Update: January 6, 2013 | Revision: 1007

 

Renamed frigate/cruiser build tabs and decreased slowest speed setting in Gameplay.constants.

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Update: January 8, 2013 | Revision: 1008

 

Added "Declaration of a New Order" tech to the Empire (thanks to Mick666 for the idea), added the VSD-II to the Empire's fleet roster for balance reasons, and fixed a few bugs.

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Update: January 11, 2013 | Revision: 1009

 

Nerfed Ion Cannon platforms hard, decreased their cost by 15%, decreased firepower of Hangar Defenses and slightly increased their health.

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Update: January 13, 2013 | Revision: 1010

 

Increased MC80's (cruiser) main Turbolaser strength, supply, and credit costs, added in new Vong plasma projectile.

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Update: January 16, 2013 | Revision: 1011

 

Reduced Light Cruiser, Frigate, Ion Blast weapon cooldown penalties, added team colors to CIS' Diamond Cruiser, added new Vong missile projectile, reduced Yammosks and Hatred of Mechanicals to a single level, Declaration of New Order should now show up, and some other fixes.

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Update: January 16, 2013 | Revision: 1014

 

All supercaps with 8 targets per bank have been reduced to 5 targets per bank and increased their weapon output by 37.5%. Did more tech tweaks, fixed a bunch of bugs, got rid of some techs from the NR and gave them 2 new techs. Reworked Majestic and BAC, removed Full Squadrons from Mon Cal AFC-H and reduced it's costs accordingly. Star bases will now all have 4 targets per bank all the time; they no longer require 2 targets per bank tech.

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Update: January 17, 2013 | Revision: 1015

 

Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.

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Update: January 17, 2013 | Revision: 1015

 

Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.

Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech.

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Update: January 17, 2013 | Revision: 1015

 

Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.

Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech.

 

I just tried sending a boat load of core ships hoping to see some mass auto-destruction but it just didn't happen. most of the time they don't reach their target before dying. I kind of want to try maxing out logistics with self-destructing core ships now.

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Update: January 17, 2013 | Revision: 1015

 

Gave Kamikaze Codes ability to Core Ship, increased damage to 2500, gave Patrol Frigate a weaker version of the ability that does 1000 damage.

Twas a little OP... Though the autocasting of said kamikaze could do with some tweaking, it's basically a manual tech.

 

I just tried sending a boat load of core ships hoping to see some mass auto-destruction but it just didn't happen. most of the time they don't reach their target before dying. I kind of want to try maxing out logistics with self-destructing core ships now.

I usually just send them in against militia or caps, enough to kill the shields. do it manually for now.

 

Against larger fleets, send in your main fleet first to draw their fire then pull out the core ships. Early game, just use the patrol frigates with a few cores to kill off large dreadnaught infestations.

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Update: January 25, 2013 | Revision: 1017

 

Upscaled all combat ships and combat structures, sans the Executor/Viscount/World Ship, by 25%. Added tech requirements for Defender, Core Ship, Malatok, and Jedi Venator, and did some other tweaks.

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Update: January 27, 2013 | Revision: 1020

 

Added new skybox, did some mesh resizing, added in new CIS refinery mesh. For reference, this is a public release that was put out late Jan. 2013.

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Update: January 28, 2013 | Revision: 1023

 

Nerfed CIS' Capital Trade Ships tech down to 0.5 credits per capital ship. This still makes it powerful, 4 capitals puts out 2.0 credits which is more than many planets, but is not overpowering like before. Also gave Centax back it's Flak Burst, made Venator's Intercept autocast off by default, tripled Venator SD's Fast Tracking Turrets target count, gave Intercept to Venator SD-C and Jedi Venator.

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  • 2 weeks later...

Update: February 8, 2013 | Revision: 1024

 

Added new skins to Ro'ik Va'lh and Suuv Band D'Krid made by myself using parts from the Vong GWG's skin, removed 30% mitigation from all Vong ships as a balance measure, consolidated Extremely Strong Militia (used on Ecumens, High Shipyards, etc) to only have one possible militia group for balance, removed Mandalorian Training from Republic, fixed up Procurator's Weapon Jam and changed it's Communications Jamming ability to be a passive ability, fixed up a bunch of abilities such as Backup Shields, fixed Malatok crash bug.

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