v0.3.3Balance
-Secure Markets:
Now enabled by default, still only affects new games. Markets are simply too volatile against buffed fleets without the added defenses, leading to a lot of destabilization. If interested, apply it mid game with the console command
RCSWApplySecureMarkets.
-Secure Markets: By default, stations are built for size 5/6/7 markets if they did not already have one. (Previously was default off)
-Doctrine Evolution: Time bonus for all factions reduced to 0.8 per cycle. Nerf for all factions.
-Doctrine Evolution: Nerfed Remnants again (TimeBonusMult to 2, from 2.5). Nex raids of multiple fleets with multiple Novas in 217 is probably a bit much.
-Doctrine Evolution: Hidden markets only apply 60% of their market effect on doctrine. Probable buff for LP/Pirates, nerf for Kadur.
-Doctrine Evolution: Increased MarketScoreMult for factions with 4-10 markets. Net buff.
Fixes
-Secure Markets: Adding stations should no longer have problems with mods that have their own station (will still only add default stations).
-Doctrine Evolution: Increased how often the game checks for remnant fleet updates.
Other/QOL
-
Details of each option added to the mod page.
-Updated
RCSWGetMarketScores and
RCSWForceDoctrineUpdate debug to follow new formulae and give more info.
-Factions that have 2+ hidden markets are now RAIDER_FACTIONS for the purposes of calculating market scores and adding stations/bases. Under default settings this has no effect.
Variant Changes
Atlas2 | Combat | Now a more balanced variant.
Legion | Assault | Now uses 5x Annihilators + 2x MK9s.
Dominator | Assault | Removed Railgun/Flux Distributor for more caps and Vulcans.
Dominator | Rocket | Removed a Vulcan, swapped a Hellbore for a MK9.
Hound P | Standard | Now uses HMG/DLMG + Heavy Armor.
Hound/D/LC | Standard | Now uses Heavy Mortar/DLMG + Aux Thrusters.
Hound A | Standard | Now uses Heavy Mortar/LMG + Aux Thrusters/Heavy Armor.
v0.3.2Additions
-Added more ships to the simulator. They're kind of in a weird spot depending on your mod list, though.
Balance
-Doctrine Evolution: Market scores now use the square of the market size normalized for a size 5 market (e.g. 0.6x as much for size 3, 1x for size 5, 2x for size 10). Net buff.
-Doctrine Evolution: Officer Quality now only increases if it is lower than Ship Quality and Ship Quantity, further delaying officer spam in the early game.
-Doctrine Evolution: Buffed Remnant time bonuses to match market buffs. Remnants can no longer get negative points due to time.
Fixes
-Doctrine Evolution: Fixed a freeze that could occur when a faction has negative doctrine points. (Thank you to Venolak for help with identifying this issue.)
Variant Changes
Enforcer | Assault | Removed Flux Distributor. Swapped Vulcans for Flaks.
Gryphon | Standard | Added: Locust with linked Sabots in smalls might not work depending on AI autofit, but the goal variant is solid.
Gryphon | Fire Support | Added: Squall support with CH-Thunder and mass harpoons.
v0.3.1b-Literally just updating the source, because I am dumb. Substantial updates probably won't happen until the end of the tournament.
v0.3.1Additions
-Doctrine Evolution: Added options to choose start year for time bonuses, as well as the option to make time bonuses negative (i.e. if the start year is later than the current year, then the time bonus will detract from faction doctrines). Default is still 206.
-Secure Markets: Added option to give markets of a given size Military Bases / High Commands if they have a free industry slot and do not already have one.
Default Off since this messes with the economy a bit.
-Secure Markets: Added options to give markets of a certain size a random Orbital Station/Battle Station/Star Fortress.
Default Off since this may mess with mod factions that have their own station.
Balance
-Dark Sector:
Now disabled by default - it's always felt like a weird option that I personally liked but might not jive for others. Enable it in the options if you want.
-Doctrine Evolution: Now adds and rounds the three bonuses before allocating points, rather than doing each one individually. Overall slight buff.
-Doctrine Evolution: ShipQuality and OfficerQuality now both require 2 points per increase to slow down the time it takes for everyone to have high quality well-crewed fleets. Overall nerf.
-Doctrine Evolution: Less bonus due to time, and more bonus due to markets. This ends up buffing Heg/Persean the most, but all factions (except perhaps pirates/LP) are improved. Market bonuses now scale over time (maluses do not) so that time bonuses aren't overwhelming in comparison. Overall approximately the same.
Fixes
-Doctrine Evolution: Fixed player doctrines possibly being switched every time faction doctrine updated.
-Doctrine Evolution: In remnant systems, new ships now remove their exact value in fleet points rather than using an approximation. Expect fewer ships to come with Novas, basically.
-More file cleanup - file name changes, reordering the options menu yet again. Now Enabled By Default > Importance of Editing
v0.3.0-
New Feature: Iliad Mode. Companion to Odyssey Mode. Supply/fuel use increases the more time you spend away from a system containing a friendly market. The penalty is comparatively lax, and you have a (default 30 day) buffer before the debuff kicks in, but it will eventually add up. Thank you to Dal for the idea.
Default Off. Enable it in the settings if you're interested.-Edits to show Vanilla values for relevant options in RCSW_SETTINGS.ini
-Cleanup of RCSW_SETTINGS.ini, now shows all features first for easy enabling and disabling. Edited order to be roughly in terms of importance of customization.
-Console command
RCSWReloadSettings now forces a doctrine update. Duh.
-Added console command
FindRemnantSystems [danger level]. Was for debugging purposes, but if you don't wanna search for them, it's all right here.
-Split features involving time (i.e. Doctrine Evolution and Iliad Mode) to a new EveryFrameScript class with runWhilePaused set to be false. Whoops!
-Compiled everything into a .jar, finally.
-Reduced possible memory leaks (thanks Wisp and LazyWizard).
-Severely reduces the rate of notifications to update max ships due to Doctrine Evolution. Now under default settings it should appear more like every two cycles instead of every month-or-faster-depending-on-how-much-you-pause. As before, you can still disable it in the options if it's still too much.
-Added hacky means of making stronger fleets in remnant systems according to Doctrine Evolution. Currently does not affect similar mod factions, nor derelicts.
-Added some minor optional (default off) changes to ship_data.csv and weapon_data.csv (you have to manually rename them, otherwise they won't affect your game).
ship_data.csv:
-Added
no_autofit tags to Radiant and Scintilla. Remnant fleets should be more dangerous to face now.
weapon_data.csv:
-Removed Standard Bomb Bay and Paladin PD Systems from stores/AI autofit loadouts, because imo at the moment they're all unconditionally awful. (Tier X->4)
-Slightly reduced Heavy Burst Laser autofit chances, for similar reasons (Tier 2->3)
-Slightly reduced Swarmer SRM Launcher autofit chances, for similar reasons. (Tier 1->2)
Variant Changes
Fulgent | Assault | Now an SO build. Remnant aggression is set to 5, so it should be fine.
Scintilla | Support | Back to Sparks, added EDC. (What was I thinking?)
Brilliant | Standard | HIL -> Tachyon Lance. I just don't find HILs to be used well by the AI.
Radiant | Standard | Added a bit of PD to the back. It didn't need as many caps as it had.
Enforcer | Assault | Heavy Mortar -> Thumper. Hardened Shields -> EMR.
Enforcer | Fighter Support | Center Flak -> Thumper. Removed ECCM for more caps.
Enforcer D | Strike | Now a modified version of the Assault variant (arbalests and flaks instead of railguns and vulcans).
Enforcer P | Strike | Uses the same variant as the new Enforcer D.
Enforcer XIV | Elite | Heavy Mortar -> Thumper.
Gemini | Standard | Pilums -> Harpoons. Now uses EMR + EDC.
Mora | Strike | Removed ECCM. Piranhas -> Perditions.
Legion | Assault | Broadswords -> Talons.
Legion | Escort | Wasps -> Broadswords. Gauss -> Devastator. Missiles -> Harpoons. Added EMR. Now lore friendly!
Legion | Strike | Piranhas -> Perditions. Switched ECCM for EDC.
Onslaught | Outdated | Added. Uses an anti-fighter variant cooked up by Thaago. Should perform very well, especially if given an aggressive/reckless AI. Thanks Thaago!
Paragon | Raider | Added. Currently 2x Autopulse 2x Plasma, though considering either dropping the Autopulses or committing to four of them.
Paragon | Escort | Now applies more soft flux pressure.
Shrike | Support | Now an Anti-fighter/missile build.
Tempest | Attack | Added Hardened Subsystems. Adjusted caps and vents.
Vigilance | Strike | Phase Lance -> IPDAI + Burst PD Laser.