Update v6.3.0 is now out, making some major adjustments to the Optimal system, which include: tightening the orbits even further, balancing the accessibility of Adversary planets, increasing the difficulty of raiding or invading them, and changing the colony item distribution so only one of each colony item is used (which now includes the Hypershunt Tap). In addition, a new optional Adversary system is available via the
customStarSystems.json, serving as a more fair and balanced version of the Paradiso system.
This update should remain
save-compatible with v6.2.3.
v6.3.0- Adjusted Optimal system
- Adjusted the orbits and orbital positions for most orbiting entities in the system
- Optimal Gate now located further away from the center
- All High Commands now have SP improvements (from only the Gas Giant)
- Gas Giant: Heavy Batteries now has an SP improvement
- Toxic planet: Megaport now uses a Gamma Core (from Alpha Core)
- Barren planet: Replaced Fullerene Spool with a Hypershunt Tap; its Megaport now has an SP improvement
- Jungle planet: Removed Fullerene Spool and Combat Drone Replicator; its Megaport now has an SP improvement
- Adjusted planetary conditions for the Unknown Skies version - Added an optional Adversary custom star system in customStarSystems.json
- Requires both Unknown Skies and Industrial.Evolution to successfully enable with no issues
- Essentially a balanced version of the Paradiso system
- Contains most vanilla and Industrial.Evolution special items, as well as the [REDACTED] ruined buildings - Changed "enableSCSupportForBounties" setting to "enableAdversarySCSupport"
- Added the corresponding LunaSetting; still disabled by default
- Changed SiC skills for many MagicBounties - Adversary CC scout fleet no longer spawns with non-phase civilian ships
- Fixed Mutual Tenacity stability tooltip showing the doubled bonus despite already being doubled
- Actual bonus still unchanged; this just aligns it with the vanilla tooltip for the boosted Luddic Majority condition - Some code refactors
Hi, really enjoy this mod, but I want to ask if there is a method to insert the Adversary’s colonies and industries but have it under the player control. Not a commission, but the colonies and industries on them belonging to the player at the start of the game.
I just want to skip the colony finding and building stage as it takes too long. And with my mod list being as it is. I probably won’t finish a game ever lol.
Hi; I probably already answered it elsewhere, but I'll answer it here for everyone else too. You can look into the
customStarSystems.json file in the
Adversary/data/config folder to do exactly that; for each planet within "adversary_optimal", just change the "factionId" option from "adversary" to "player".