BUT i saw one strange thing, i got 1 high-tech fleet aot there that was attacking only Pirates ( i dunno how about lotus) but it ignore junk pirates for sure (my fleet was bigger) & totaly no interest
so my question nowi IS: did your fleet attacks the current race that is hostile toward you or what ?
Yes, they attack any fleet that's hostile towards you. If the Lotus are hostile to you, then they will attack lotus is it seems they will win.
The Lotus? Huh, nothing in the code should allow that yet. I need to link each modded faction individually, right now that should only be Scrappers and Shadow Order.
I do plan on adding in each faction from U's Corvus though after this update. Which should be sometime later today, I work at 3am though >_<
It's worth noting that there will be a quick update after this one enabling
interaction with all the factions, but the Faction Squads will be implemented later, as that requires extra files to be in the OTHER mod as well.
IN DEVELOPMENT: (This will be placed updated with a list of my updates. This is mostly to help ME lol
Structures. Structures will utilize a new resource called energy, as well as supplies and fuel. You will need crew in your Fleet HQ to power these facilities as well.
(Operational)
Solar Plant S: Produces 5 Energy per day.
Supply Structure S: Produces 5 Supplies per day, but requires 3 Energy and 1 Fuel to power.
Fuel Structure S: Produces 2 Fuel per day, but requires 4 Energy to power.
Cloning Facility S: Produces 3 Green Crew per day, but requires 4 Energy and 3 Supplies to power.
(Planned/Currently being added)
Solar Plant M/L/XL: Produces 10/20/40 Energy per day. Requires 25/40/60 crew per building.
Supply Structure M/L/XL: Produces 10/20/40 Supplies per day, but requires 4/5/6 Energy and 1/2/3 Fuel to power. Requires 30/50/75 crew per building.
Fuel Structure M/L/XL: Produces 4/8/16 Fuel per day, but requires 5/6/7 Energy to power. Requires 45/65/90 crew per building.
Cloning Facility M/L/XL: Produces 6/12/24 Green Crew per day, but requires 5/6/7 Energy and 3/4/5 Supplies to power. Requires 50/70/95 crew per building.
Crew Training Facility 101/102/103: Promotes x Crew per day at the cost of 5/10/20 energy. 101 promotes 3 Green to Reg, 102 2 Reg to Vet, 103 1 Vet to Elite. Requires 10/20/30 crew per building.
Barracks S/M/L/XL: Promotes 2/3/5/8 Green Crew to Marines per day at the cost of 3/5/6/10 energy and 1/1/2/3 supplies. Requires 10/20/30/40 crew per building.
Shipyard constructs: All shipyard constructs will attempt to use the highest level crewmen in your Storage Facility.
Low Tech Small Patrol: 20 Energy, 30 Supply, 10 Fuel, 25 Crew to deploy. 1 Hound, 2 Talons (+Packer)
Midline Small Patrol: 25 Energy, 30 Supply, 10 Fuel, 28 Crew to deploy. 1 Brawler, 1 Broadsword (+Packer)
High Tech Small Patrol: 30 Energy, 30 Supply, 10 Fuel, 37 Crew to deploy. 1 Wolf, 2 Wasps (+Packer)
+10 Marines if available
Low Tech Patrol: 50 Energy, 70 Supply, 20 Fuel, 142 Crew to deploy. 1 Buffalo MK.II, 1 Lasher, 2 Hounds, 4 Talons, 2 Piranha (+Packer)
Midline Patrol: 60 Energy, 70 Supply, 20 Fuel, 101 Crew to deploy. 1 Hammerhead, 1 Vigilance, 1 Brawler, 2 Broadswords (+Packer)
High Tech Patrol: 75 Energy, 70 Supply, 20 Fuel, 114 Crew to deploy. 1 Medusa, 1 Tempest, 2 Wolves, 4 Wasps (+Packer)
+20 Marines if available
Low Tech Heavy Patrol: 100 Energy, 120 Supply, 30 Fuel, 433 Crew to deploy. 1 Dominator, 1 Enforcer, 1 Buffalo MK.II, 2 Lasher, 3 Hounds, 5 Talons, 3 Piranha(+Packer)
Midline Heavy Patrol: 120 Energy, 120 Supply, 30 Fuel, 359 Crew to deploy. 1 Apogee, 1 Falcon, 1 Hammerhead, 1 Vigilance, 2 Brawler, 3 Broadswords (+Packer)
High Tech Heavy Patrol: 150 Energy, 120 Supply, 30 Fuel, 241 Crew to deploy. 1 Aurora, 2 Medusa, 2 Tempest, 2 Wolves, 5 Wasps, 2 Dagger (+Packer)
+40 Marines if available
For these patrols, I'm going to try to make it return your crew to the storage facility as well. Those numbers are approximately the minimum required to deploy those fleets.
Nothing in this section is downloadable yet, just whats available/being worked on in the Dev Version.