V0.1 - added chua class fighter (It works!)
V0.2 - added gedune station, and the maelstrom scythe launcher (MS Torp Launcher)
V0.3 - edited spawning, now spawn at same rate as pirates... although because of the size of their fleets they might overwhelm the system.
V0.4 - add the Kitsune class frigate, and the scythe torpedo launcher
V0.5 - buffed the Kitsune and gave it Active Flares as its ship system
V0.6 - adjusted number the number of ships in each fleet.
V0.6a - reduced the Tenzens max flux from 17000 to 15500, also increased its flux dissipation rate.
V0.7 - nerfed the "green tank from hell" that is the Tenzen. FlairPD weapon added, courtesy of Ghoti!
V0.7a - balance changes
V0.8 - lots of teeny tiny changes - Added a new weapon to replace the pulse laser in gedune ships: the repeater
V0.8a - Mozok rebalancing, added two new ships, the Byakuri carrier and... The other one is a secret!. new repeater sprite and half a dozen other changes. new Tenzen variant - way, way OP!
Vo.9 - Tweaked theTychrea- it is now a fully fledged ship, still a secret though.
Added two new built in weapons, the Explosive AEB and the Kinetic REB.
Added a new ship: The Kyirus interceptor frigate - armed with both new weapons and a nuclear burndrive.
V1 - added new MAIS drone sub-faction. much later, added Dahkan and various tweaks.
V1.1 - added new weapons, MW Blaster and MAHEM. New dahaki variant for elite fleets. Changed kitsune variant, now uses kinetic REBs instead of IR Pulse.
Version 1.2
- Changed Tychrea built in weapon to MW Blaster from Phase Repeater, and replaced Tac laser with Kinetic REBs in its variant.
- Reset Wraitii cannon range to 1000
- Replaced IR pulse lasers on Viper fighters with MAHEMs.
- Added Chidori - not a fanboy…
-Beam colour is the same as Wraithii weapons. They're in the same family after all!
- Thanks to Zaphide, updated the mod to use modPlugin. Yay!
- Made Rough Contact… Rougher.
- New Dahkan Variant, to be used in siege groups and liberator fleets.
Version 1.3
- Adjusted Maelstrom and Scythe torpedo launchers to proper Gedune colours for smoke and engines.
- Improved MAEHM Sprite
- Set none fighter flares PD to PD,PD_ONLY,ANTI_FTR, in the hopes of increasing Flare PD success rates.
- Increased Chidori range to 800 and reduced flux cost per second - to compensate for laser ineffectiveness against armour.
- Added Laser Fusion Core built in hull mod to all Gedune ships with the exclusion of a few fighters.
- Gave the Viper the Gedune Nuclear Burn system
- Heat Projectile Plugin now used with Raven Missiles, under the name WraithiiOnHitEffect
- Reused Tachyon lance effect on Disruptor weapons.
- changed a bunch of weapons mounts on a bunch of ships to UNIVERSAL, ships include Dahaki, Dahkan, Mozok, and Bakoros.
- Fixed first Dahkan Variant, now uses Gedune weapons.
- Upped EMP damage of disruptor array to 150 from 50.
- Gave Nanada some love. New Variant. >Insert ebil laughter<
- General colour changes!
Version 1.3.1
- misc changes, portraits and some adjustments to stats and Flare PD
Version 1.4
- Added the first Polaron weapons!
- Added Two new missions, a random one and a story one! eh?
- Nefarious plotting...
Version 1.5
- Added two new fighter drone wings, Kakuran Polaron MIRV bombers, and Dreki EMP heavies.
- Added single Polaron MIRV for use by Kakuran.
- Added Kunai small missile weapon, BRING ON THE SPAM!
- Tweaked lots of misc things, ship stats etc.
- More balancing. Reigned in the Tychea, Nanda and a handful of weapons.
- Added the Massmaura class light destroyer! very good at anti frigate roles.
- ADDED AWESOME GEDUNE PORTRAIT! the face of the Gedune is unveiled.
- Added a light Chidori variant, and a built in short range beam weapon for the Nanda and Kyirus; "cutter".
- Noted hilarity, carried on; start doing things properly dammit 1.4 was a load of tosh.
- 'fixed' Dahaki a little more, reduced OP to 95 and adjusted variants accordingly.
- Replaced MAHEM weapons with Wraithii Bloom Cannon - small energy scatter weapons now used by Viper wings and will appear in numerous ship variants.
- Replaced Dahkans Disruptor array with a spinal capicitor pulse laser, slightly modified from the base weapon. The Dahkan now has some of that oomph it was missing. Daka daka.
- Whacked MW blasters with a monkey wrench; the delightful weapons now act accordingly; the can store up three charges, which regen slowly. The blaster can fire extremly rapidly making for immense spike damage. Each shot is less damaging than the vanilla blaster, and is far less accurate - have fun trying to atomise fighters. Each shot is remains incredibly quick. May adjust charge regen times, but for now I'm extremely happy with this weapon. Killer Dahaki's mmmm...
- incresed Bakoros cargo capacity to 200+, so that Drone fleets can actually support themsevles! To make up for this added function, Bakoros now have lower hull and armour ratings.
- Increased Kunai flight times, so that when fired perpendicular from a target they'll still have a chance of making a hit. Changed damage type to Energy
- Fixed CR stats across the board, increased cargo and fuel capacity for cruisers.
- Fixed faction fleet stats, so that all fleets have between 50 and 100 percent surplus crew.
- Adjusted Tychrea CR stats so that it can fly solo, without a cargo ship.
- lowered the Shots per minute of the Spinal SCP and burst time, whilst increasing burst damage. Boom, those hounds won't know what hit them.
- tweaked various weapon sprites.
- Added medium flare PD; Shotgun flares! Not sure if they'll stay, and they certainly need a better sprite.
- Added Gedune home system, Gedui. Extremely basic as yet, improvements to come!
- Miscellaneous changes to weapons and ships.
Version 1.5.1
- Added single Scythe torpedo launchers, for use on seccond kitsune variant.
- Deleted third Kitsune variant - support.
- Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
- Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 240 from 500.
- Fiddled with various other stats on the Kunai.
- Changed Byakuri missile hardpoints to 90° turrets.
- Changed MS blaster spread stats; first two shots are now fairly accurate (reletively), accuracy is also regained faster.
- Changed MS Torp Launcher name to Maelstrom Scythe Launcher.
- decreased Bakoros shield strength to 0.85 from 0.8.
- decreased Bakoros vent rate to 280 from 300.
- Fixed weapon primary role descriptions - no made up descriptions anymore.
- reorganised the weapon groups across all variants.
- Removed [REDACTED].
Version 1.6.1
- Added system "OVERDRIVE" for the Dahkan cruiser; Special thanks to Tartiflette and Sundog
- Adjusted a few of the Dahkans CR stats to compensate
- Changed the way faction relationships are handled, to a much more efficient method. Faction relations are now set in the modPlugin, just to please myself. Nice and centralised.
- The ModPlugin is now able to detect the presence of listed mods, and will generate staions, spawnpoints and convoys in modded systems. It's handled case by case, so convoys will carry relevant cargo, and the fleets will spawn appropriately to the system (not spawning too many fleets, or too few, etc).
- Whilst all gedune stations that spawn in modded (and vanilla) systems send convoys to the Gedune home system, the station there will also send convoys packed with Gedune goodies to each outpost.
- A bunch of misc changes to ship stats to improve balance.
- Added Kitsune and Dahaki MKIIs for the future Exile subfaction
- Changed Gedune built in hullmod icon to something a little more colourful and differnt.
- Added Exile MkII ships, Kitusne, Dahaki and Bakoros in preparation for the next update.
Version 1.7.1
- Added and removed Tartiflettes Vibrating beam effect to Capacitor Pulse Beams, the java remains for possible later use.
- Added new mission "Birth" expect more to come!
- Various tinkerings
- Completely changed variant IDs to a better system. I can now acutally remeber each variant accurately... Which is a plus.
Version 1.7.2
- Hotfix
Ooohh I really like your sprites! Well done!
Added new weapon: the repeater - a rapid fire pulse weapon. no unique sprite yet.lol!
Added new weapon: the repeater - a rapid fire pulse weapon. no unique sprite yet.lol!
nooes!!
(http://i.imgur.com/A3xst.png)
this is actually from my own mod :P.
From what I understand about the gedune. They would of outright killed you. The gedune not shooting the player is a placeholder.well.... the gekeloniers have other ways of obtaining knowledge.... ;)
Shall look for things for you, is the new version save compatible??
The New Plasma Cannon is a straight upgrade to the existing one. That's one of the first things I noticed.
The New Plasma Cannon is a straight upgrade to the existing one. That's one of the first things I noticed.
Quite a lot of time was put into balancing that, but I suppose it is an upgrade.
The thing is, I wanted it to be like the plasma cannon, but slightly different but not better or necessarily worse.
What's been done with it is roughly as follows:
You can fire a single round if you want to, you automatically use all the charges.
Slightly less damage, but from what you said, that might bear adjusting.
And GREEN!
I'll see about bringing it back on par with the plasma cannon, but I still don't want the. To be exactlymthe same.
Heh, that's kind of exactly what I don't want to do with the plasma cannon.
But we'll see how it goes. It could just be a case of lowering the charge count.
As for the hidden slots, that was kinda done on purpose. But I see what you mean.
I'll get on that soon, which means making the disruptor a non system weapon.
Indeed! I had contemplated the first three, and I'm very likely to do this things with it. Other than perhaps the accuracy, because of the nature of the weapon.
That is pretty much exactly what the Tenzen does... but that might only be in the dev version. checking.
Ah! that's it.
In the dev version I've started to make all built in Gedune weapons part of the actual Hull/.ship file.
For the tenzen, this means when you buy it the disruptors will already be built in. I'm not so sure about what happens after capture though... That'll be a thing for testing.
I'm also considering making the Phase repeaters (might be due a name change soon) sprite part of the dahaki sprite.
I've also been contemplating the idea of a large beam weapon. sort of like a phase beam ramped up to the max, but through Gedune Technowizardry made stable. This might be another weapon used by the upcoming destroyer, depending on how the medium plasmas go.
Hmm, yeah.
I was trying to balance it out earlier, but nothing I did would seem to balance it and keep it within the concept.
I'll keep at trying to balance it for a while, but if that doesn't work out I'll definatly try changing it completely.
Also, I did try changing the plasma to HE, but that didn't seem to make any discernible difference.
Currently, I've taken the range down a bit, and reduced the damage per shot.
I'm also considering changing the scythe torpedo to a sort of MIRV. What I'm currently musing with is the idea of it splitting in two at 180 degree angles when it reaches the target. This'll effectively reduce the amount of armour damage it does, and will also make it harder to defend from.
The sprite for the reithe may also be getting some love, I'm not so happy with the whole framework look it has at the moment.
is it not working?
that's most peculiar if it isn't, because at my end it's fine. and I've only really changed things to do with ships and weapons... If yours isn't working, i would first suggest re-downloading, and seccond, I'll give you the dev version.
I'm still alive!
I've been quite busy recently with RL work, but I think I've more or less come to the end of a particularly busy time...
Updates on the update:
The Raizu has been scrapped - for now! When I find out what it's supposed to look like, I'll either restart it or carry on from where I left off.
Ghoti has fixed the Gedune station manager, in the previous update it had somehow become disassociated from the Gedune station. So with V1 you'll be able to swap your stuff for their stuff! Eh...
Made the bakoros more durable, and nerfed the kyra drones - much less armour and a lightly longer recharge time in their system. Makes them a bit less of a threat and more of a nuisance, as they should be... We'll have other drones for that... Killing that is.
Started adjusting the fleet makeup, will probably take me a while to find good compositions.
Procrastinated... Ugh.
I've tested them for quite a while, they are well balanced for being an Alien/High tech race, but their fleets are to big for having such powerful ships, and that's about it.
float r = (float) Math.random();
if ( r > .6f) {
return raidFleet("scout");
} else if (r > .5f) {
return raidFleet("longRangeScout");
} else if (r > .3f) {
return raidFleet("raiders");
} else if (r > .15f) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if (r > .1f) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
Just letting you guys know I'm still alive!
Teaser!!Spoiler(http://i.imgur.com/P9plhj9.png)[close]
Just letting you guys know I'm still alive!
Teaser!!Spoiler(http://i.imgur.com/P9plhj9.png)[close]
Currently working on a long overdue cleanup of the ship data.csv.
I'll probably get to work on adding the Judeii system in a few days. Even so, this mod is still fully compatible with 0.6a, although I would recommend waiting for the csv update before trying to use it; as it stands, Gedune ships are not affected by CR.
I should have the csv business done with shortly, but it'll have to wait until I've got time for it.
Update!
Csv's are fully updated, and various little things have been fixed with most Gedune ships.
Also fixed a game killing bug involving the Dahkan.
4304484 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.J.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.return.???000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
3110899 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3110900 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3119355 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_MatrixIX_5797801996944524345...
3121442 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
3139158 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3139159 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3157268 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_flarepd_a_WEAPON not found
3159091 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_flarepd_a_WEAPON not found
3293824 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_flarepd_a_WEAPON not found
3318613 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_flarepd_a_WEAPON not found
3533024 [Thread-6] INFO com.fs.starfarer.combat.CombatEngine - FP1: 0, FP2: 1596, maxFP1: 80, maxFP2: 120
3685634 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3685635 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3714324 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_MatrixIX_5797801996944524345...
3716556 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
3721499 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3721499 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
3739649 [Thread-6] INFO com.fs.starfarer.combat.CombatEngine - FP1: 38, FP2: 61, maxFP1: 80, maxFP2: 120
3830415 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_MatrixIX_5797801996944524345...
3834682 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
3841611 [Thread-6] INFO com.fs.starfarer.combat.CombatEngine - FP1: 38, FP2: 61, maxFP1: 80, maxFP2: 120
4085735 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
4085736 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
4097240 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
4097241 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
4144922 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
4144922 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
4147888 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ox_SHIP not found
4196681 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_MatrixIX_5797801996944524345...
4199100 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
4206774 [Thread-6] INFO com.fs.starfarer.combat.CombatEngine - FP1: 38, FP2: 70, maxFP1: 80, maxFP2: 120
{"0.53a", should be "0.6a" right?
"id":"The Gedune", # internal id
"name":"The Gedune", # displayed to the player
"version":"Version 1",
"description":"The Gedune are back, and they want your scrap. your ships to, if you don't mind.",
"gameVersion":"0.53a",
"author":"hpyh_k31, and Ghoti",
"totalConversion":"false",
}
Fixed.
Teaser:Spoiler(http://i.imgur.com/4naod6L.png)[close]
New colour:
--- snip ---
Alliance of any sort is simply out of the question. They have a deep racial hate of humans, and since the player is humans, well...
Urm, Vanilla?
:P
In the case of compilation mods, they might well ally is non human factions. But humans? No.
SpoilerI think, I might like green.[close]
Green venting?
I didn't add that!
Pssh, Zaphide, makin' changes like that! ;D
But seriously, if you read this Zaphide, the Gedune should not have green venting. nono.
--- snip ---
Oh yeah, and let's have it fire leprichauns!
*throws spears at Borgoid* :D
That two-color venting is a nice (if disgusting) visual effect that I haven't seen before. The effect looks inappropriate for the Gedune, but would be just right for a faction whose tech is biological.
Have you got lazyLib installed?^_^
Hyph my first thought is: am I doing it wrong? I seem to be doing absolutely terrible with the Tenzen. I'm always needing to vent because the dissipation rate is so low, but venting takes so long because he's got so much capacity. What am I doing wrong with this guy XD
Then I played some of the other ships with no difficulty. I like the style and the feel, you've got a consistent theme, it's good stuff. You might add one more mission, for a really big battle. Maybe one where you play against the Gedune, to get a feel for what it'd be like to face them in the campaign?
That's one surprisingly small cruiser there. And for the second fighters wings, 2 graviton beams and 1 repeater? That sound very, very strong.
java.lang.RuntimeException: Error compiling [data.hullmods.Gedune_NuclearCore]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/Gedune_NuclearCore.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Suddenly a wild Gedune appears!Spoiler(http://i.imgur.com/wflcjZF.png)
Gedune uses mean look![close]
Suddenly a wild Gedune appears!Spoiler(http://i.imgur.com/wflcjZF.png)
Gedune uses mean look![close]
Suddenly a wild Gedune appears!Spoiler(http://i.imgur.com/wflcjZF.png)
Gedune uses mean look![close]
He did say Corvus, so I assumed that he meant if it had a station in vanilla Corvus.
He has asked about three or four different mods (maybe more that I haven't commented on yet), all within maybe an hour. And all of them saying the same thing (or close to it). I am kind of ticked when you could just test it yourself or look through the pages of the shorter mods.
(Raven missiles, I'm looking at you!)Nooooooooooooooooooooo.
(Raven missiles, I'm looking at you!)Nooooooooooooooooooooo.
but they don't come back for a second pass if they miss anymore. They behave somewhat like fast, guided annihilators now. They could still bare some tweaking, as I'm not 100% happy with them just yet.Well that saves me from being hit by my own missiles at least.
Also, I'm looking to update Erick Doe's Modded Starsector (http://fractalsoftworks.com/forum/index.php?topic=7327.0) again to give the community a nice collection of up-to-date and pre-assembled mods for the vanilla game. The latest Gedune version will definitely be a part of that.Great! I look forwards to it. :)
Bring on the lore, Hyph_K31! ;)You can count on that ;D I've been meaning to add more to the OP and make a thread in the fan media sub-forum. Things are afoot. Maybe.
And yeah, i've missed the Gedune, they provided me with a smile whenever i watched one of their ships burn to death. 8)Pssh, I might just re-download the Valks for the sole reason of blasting them into space dust! Grawharhar~weird alien/mutant lizard laugh.
* Changed Kunai damage type to HE, and renamed the weapon 'Kunai MRM Battery'.
* Reduced number of rockets per salvo to 20 from 50, in the Kunai MRM Battery, upped damage per missile to 40 and slightly buffed missile stats for better accuracy. reduce ammo count to 200 from 500.
1728222 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.GeduneTasserusGen.advance(GeduneTasserusGen.java:32)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Version 1.7.1
- Added and removed Tartiflettes Vibrating beam effect to Capacitor Pulse Beams, the java remains for possible later use.
- Added new mission "Birth" expect more to come!
- Various tinkerings
- Completely changed variant IDs to a better system. I can now acutally remeber each variant accurately... Which is a plus.
Thanks for the clarification!
I love the Gedune. You might even try to make one of the other factions an end-game faction, like the Templars are.