WIP7, doesn't address things like formations as a widget or better random placement yet, I'll do that later.
Changes I remember:
- Added Imperator flagship. The thing has hardpoints you have to buy turrets for, without those it's harmless. There was a lot of code involved in getting this thing to work since Spring didn't really cooperate... If the hitbox of the control tower moves around too much I'll have to move the center around, that seems to be a new issue in 77b4.
- Increased small ship HP. I figured the cost difference between small and large ships isn't enough to warrant such huge HP differences and with so much AOE stuff flying around the small ships didn't see much usage in the games I saw (outside of longbow, drone and wraith spam)
- Drones have more HP but move slower, makes it more feasible to fight them without point defenses.
- Carriers now show their repair radius and can set a rally point.
- Repair rates increased.
- A team will now lose if it goes one minute without any planets (the first minute of the game does not count), this is a mod option and can be disabled.
- Income can be adjusted in the mod options.
- Planet income is shown along with a display of which unit effects it, should make it easier to understand.
- Total income is displayed on the GUI now.
- The perk "EMP missiles" no longer hurts allies.
I bet there's going to be a lot of game breaking with the Imperator (or at least ugly clipping...). It has really slow turret buildtimes since turrets can be replaced in mid-battle and I was worried about people making them pop up in combat.
I was asked to write a unit list, the perk list will have to wait until later...
Dagger: Cheap, fast, weak. It comes with a bunch of kinetic guns that do low but sustained damage. If you need a cheap ship for scouting or grabbing a neutral planet the Dagger is a good option
Sword: A shorter ranged main battle unit, the sword's missiles make it a threat to anything.
Mace: Laser ship with mag shield. The Mace has a low damage output but high accuracy and a lot of armor. The mag shield greatly reduces the damage taken from plasma weapons.
Claymore: Longer ranged plasma ship, plasma weapons deal extra damage to large ships and can hurt small ones pretty well too. Unlike torpedoes a fired plasma shot cannot be stopped but the damage can be reduced by mag shields.
Longbow: A torpedo bomber with a mag shield, it's the cheapest way to get more torpedoes in your fleet. It can be set to volley fire to launch twelve torpedoes in rapid succession before taking a long time to reload. Longbows can target small ships too but aren't terribly effective at that.
Drone launcher: Launches bomber drones that swarm around a target and hit it with missile volleys. While they aren't very strong in small numbers the launchers can be kept behind the fighting which makes them live very long and give you a lot of use for your investment.
Warhammer: A cloaked missile bomber. Missiles, unlike torpedoes, cannot be shot down. The Warhammer can only be used if you pick the matching perk but it is a very versatile unit that can be used for anything from stealth recon to assassinations of large ships.
Wraith: Point defense. It shoots drones and torpedoes down but cannot fight. Keeping a few around big ships is always a good idea since torpedoes are a big source of damage for those.
Fleet Carrier: Pretty much a mobile factory, it builds fast. The carrier has torpedoes and gravitics to fight large ships but only two peashooters for fighting smaller ships. The gravitics allow it to deal a lot of damage at close range so going into close combat if possible is advisable.
Support Carrier: It can field an army and give it fire support too, the SC comes with artillery but builds slower than the Fleet Carrier. The torpedoes can help against large foes but the lack of gravitics means the Support Carrier should keep its distance.
Starbase: Pretty weakly armed station that is mostly useful for its economic benefit: When a Starbase holds a planet that planet outputs more money. Starbases can move though it's VERY slow.
Comet: A fast attack destroyer. Comets have gravitics, large plasma cannons and torpedoes, giving them a lot of firepower vs large ships at any range. The comet also moves faster than most large ships. Charging in frontally may still be suicide but Comets are great for taking the enemy from directions he doesn't expect.
Starslayer: Artillery. It has four times the firepower of a Support Carrier for that. Starslayers also have powerful plasma flak weapons that are very good at intercepting ddrones or torpedoes and deal a lot of damage to small ships as well.
Imperator: A flagship. You can have only one of it. The Imperator is slow, VERY slow. It comes without weapons but has 17 hardpoints which you can install weapons or helpful parts on. Those cost extra, of course. The Imperator can only be destroyed by shooting its control tower located at the center. Of course that destroys all the expensive weapons too so make sure you protect it.
Imperator hardpoints show an arrow when selected, that is the orientation of the hardpoint. For most of its weapons that defines the area it can be fired at.
Turrets (for mounting on the Imperator):
Hangar: Builds small ships just like a carrier, not much to say about that.
Drone Hive: Maintains a swarm of drones buzzing around.
Point Defese: Covers a wide arc with PD fire, letting no enemy drones or torpedoes operate there.
Antimatter Beam: A massively powerful beam cannon, covers a fairly wide arc with deadly antimatter fire that can rip a large ship apart in seconds and even has some light point defense. Its weaknesses are the limited fire arc that makes it vulnerable to flanking and the long charge up time, it's pretty effective to send a Dagger into one end of the arc moments before sending the rest of your force past the other end but be careful, getting a large ship through may still take too long.
Battle Turret: A 360├é┬░ covering kinetic cannon. It deals decent damage but doesn't have a lot of range or firepower, more of a safety option to cover blind spots on your Imperator.
Plasma Cannon: Artillery. It has a fairly narrow arc but provides all the firepower of a Starslayer, at least at range.