- Added Hostile Activity "major event"
- Handles various hostile fleets found in systems with your colonies
- Multiple causes for hostile activity (use of AI cores, presence of a pirate base nearby, etc)
- Different causes have different resolutions
- If hostile activity is unchecked, colonies suffer penalties and eventually a major negative outcome of some sort (e.g. a raid or an act of Pather sabotage), after which there is a lull
- Goal is to give the player more of a warning before major negative events, and a choice in whether they want to handle the resolve the causes individually to avert the negative outcomes, or to just fight hostile fleets and get it under control that way, without addressing the causes
I didnt pay You for turning good game into anoying chain of events where you can choose between ball kick and face slap. If You dont like AI cores - remoove them. Also new ships looks like someone payed to 10 YO modder. Most disapointing patch ive seen from You.
Mention update after a week of play.
1) Threat system is extreemly punishing with stability and acsessibility penalty. It needs to be rebalanced. You dont get money from planets if you can sell 2 units of your production. There should be a cumulative positive modifier from multiple stable planets in one system. Most problems you have with 2-3 planets with 4-5 size.
2) Lions guard ships are good stuff. But. There is a basic eagle and falcon. Basic Eagle needs -1 deploy point, LG falcon and battlegroup falcon need +1 deploy point.
3) Pegasus and executor are fine except two things. Executor is not strong enough for 50 points and needs 45ish. Pegasus is not compatible with torpedoes unless you play it manually. If torpedoes are mixed in one group with guns they should be triggered with guns instead never. Also it would be nice to have about 15 degree rotation for frontal heavy mounts.