v0.4
tweaks to turrets
improved plasma tentacles
3 new weapons (lasers, cause you can never have enough lasers)
torpedo destroyer (acording to codex stats it is actualy perfectly balanced to vanila!!)
some minor tweaks
ToDo: make faction playable ingame
add missiles to graphics/.proj files
0.5
RB1 new ship/subrace (i was bored and decided to give the hull a paint job, new weapon and design logic)(vanila balanced)(needs more buffs to some stats (probably its weapons)...)
3 new weapons(not yet done in any form)
more minor tweaks
halp its broken post below ^.^
have not had much time to do more stuff
0.6
added proper retained ships(more in line with starsector graphics)
still cant get it to gen ships for sale in the station, can someone see what i have done wrong?
0.61
A1 Mine layer frigate
MMM2 mine launcher
minor fixes to CNM4 so ai can use it beter
0.62
fixed gen files (i forgot to put it in modinfo so it didnt load silly me...)
you can now buy BISO and Retainer ship at the tri-tech station for obsurd premiums (but they are worth it)
.65
new ship the B2 Drone carrier (light carrier/missile ship)
new missiles: the MMD3 type 3 medium missile drone: a self contained BISO energy reactor, strapped to a heavy missile engine and a modified SESPd1 cannon
.66
rebalances to pretymuch evrything
new ships, Retainer fighters, armed cargo transport, 2 combat ships
.67
BISO Telegate ingame
BISO fleets spawns with ships that you can fight (read "die to")
removed crazy missile script
BISO is now a seperate faction
Anomaly-6 Research Station now orbits the BISO Telegate
removed jar
added sim opponents.csv
.675
rebalance of Retainer
Temp fix for BISO pd missiles(till proper pd missile AI)
added missions: Ahab and the whale
.677
rebalance BISO armor/speed on A and B class ships
SKBr now fires Lightningstorm rounds
.677b
modify lightningstorm (may revert to old behaviour, or merge both together (cause its awsome))
.677c
final version of lightningstorm
.688
new weapons:
MBRC biso answer to the machinegun
MBLr4 artillery cannon
new fighters
BX1 Artillery Fighter (MBRC autocannon)
BX2 Interceptor (MBLr4 Long range sniper artillery)
fixes:
fixed bis random fleet code, properly spawning a range of ships/size for most levels
Missions:now use only BISO ships on BISO side
.69
lots of sexy scripts(for sexy weapons):
MissileAI:
MINE: makes intelligent, self dispersing, mines (they keep a 400m clearance between themselves)
(used by the MMM2 mine launcher on the A1)
MIRV: a total rewrite, started fresh and made a script that can do all the things MIRV can do and much more
(used by the new SMFg3-1 small missile silo on the new C3)
DRONE: missile behaviour script, missiles will orbit around a target ship and shoot MIRV projectiles at it until killed or de-spawn
(used by the MMD3 medium missile drone launcher on the B2)
the MBRC2, its a dummy weapon for MIRV detonation scripts)
new ships:
Cruisers:
C2: large scale freighter/carrier, unarmed by BISO standards
C3: Heavy Missile Cruiser, Long range specialized, weak to any form of close range combat
rebalance of armour, weapons, fighter stats (happens every time...)
.699
SESPd now runs the orbiter PD ai system:
missiles will orbit launching ship if they have no targets to kill, if a target comes in range they will turn to face and kill it
SEB1 is now faster at turning
D1 weapon rebalance
.7
COST REBALANCE, Evrythin is Cheaper Now
new weapons:
SMBB9-1: fires 9 tiny missiles with verry poor guidance and low damage
MMD, MMM and MFg weapons are now lower damage (not much but they wont instakill you anymore)
new variants added for A2 and C3
more ships available in the tritachy station to buy
BISO fleets no longer spawn with no supplier
BISO fleets are now more or less posible to defeat with a good fleet (hint: use tritachy ships, they are much beter for this)