Over the past month I've put together a (somewhat) functional mod comprised of the scraps of my original project. I ultimately intend to add at least one new race to SINS, but due to time constraints, tangential editing, etc. I decided to finish the more rudimentary aspects, i.e. adding odds and ends to the original races, before finishing up with the new race. This is NOT a complete mod, rather, it's more of a test bed and proof of concept for some of the other things I want to try. I want to get a team together for completing this (and my other projects) and I would greatly appreciate any feedback you can give me.
EDIT: forgot to mention, this is for the latest version of Diplomacy only.
KNOWN ISSUES
The Advent crash ~5 minutes into the game. The other races are fine, and I've already gotten to about an hour each on the TEC and Vasari with no unresolved crashes.
Many strings are missing from the new stuff, particularly in the research trees.
Due to time constraints and lack of experience on my part, there are no new HUD graphics or particle effects for any of the new abilities.
Other bugs may appear with time, so be wary.
CHANGELOG
TEC
Abilities
Capital Ships
Embargo Replaced with Evasive Maneuvers- passively boosts the evasion of all nearby fighters
Gauss Blast range increased to 9000, damage increased to 525/850/1275
Flak Burst range increased to 3600/4200/4800
EMP blast damage increased to 500/950/1150
Incendiary Shells Apply Chance reduced to 30%/50%/50% and converted to deal instant damage
Incendiary Shells now also temporarily reduces armor by 2/3/3 points for 10/10/15 seconds, infinitely stackable
Targeting Uplink range bonus increased to 10%/15%/25% and accuracy bonus increased to 20%/40%/60%
Targeting Uplink now boosts damage by 5%/10%/15%
Structures
Gauss Defnese Platforms have four new abilities- Flak Burst, Explosive shells, and Radioactive Slug
Radioactive slug deals heavy damage and disables regeneration
Explosive shells causes the turret to deal AOE damage over a wide area
TEC mine now does additional shield damage and drains antimatter when upgraded with research
gauss defense railgun now does damage directly to hulls
Argonev Jump Destabilization now does 40%/50%/60% hull damage with research
Novalith Cannon Strikes now periodically "Contaminate" enemy trade ships orbiting the afflicted planet
these ships kill population and lower the population cap and trade income of enemy planets they visit
VASARI
Abilities
Capital Ships
Phase Out Hull damage increased to 500, duration increased to 8/12/16
Phase Out Hull now also drains 50 AM from enemy targets upon reversion to real space
Gravity Distortion now grants invulnerability to the effects of Star Base destabilization
Phase Missile Swarm now deals additional damage directly to the hulls of targets in addition to its regular damage
Frigates
Overseer now has two new abilities- Absorptive Armor and Amplify Missile Phasing
Amplify Missile Phasing passively boosts the chance for the nearby vessels to bypass shields w/ phase missiles
Absorptive Armor reduces incoming damage, boosts shield mitigation and regeneration rates, and converts energy weapon damage to antimatter
Jump Degradation is now a passive ability
Jump Degradation now causes incoming ships to lose a percentage of their antimatter and hull points upon exiting phase space
Structures
Orkulus Detabilization damage increased to 35%/42%/52% and additionally increases the jump departure range by 10%/20%30%
Missile Defense Platform has 4 new abilities- Nanite ECM, Nanite Micromines, Nanite Shrapnel, and Reintigration
Reintigration is a channeling healing ability that is available after unlocking both the Hangar Defense and Repair Platform structures
Nanite Shrapnel allows the platform to deal AOE hull damage and armor reduction upon attacking
Nanite ECM hampers nearby enemy vessels (i.e. reducing accuracy)
Nanite Micromines jams the weapons of nearby enemy fighters
Hangar Defense Platform has 4 new abilities- Inertial Field, Reintigration, Nanite Micromines, and Phase Anomaly
Inertial Field slows nearby enemy ships
Phase Anomaly randomly phases out nearby friendly fighters upon being attacked, and increases their evasion upon reverting to real space
ADVENT
Abilities
Structures
Beam Defense Platforms have three new abilities- Spite, Grudge and Wrath
Wrath retaliates damage the turret is dealt
Grudge is a channeling ability that causes the target to suffer increased damage and act as a "Taunt" for nearby Advent ships
Spite is just like malice, only tuned for fighters
Hangar defense Platform hase a new ability which boosts shield regeneration rates
Advent have a new tactical structure- the shield platform
the shield platform has three abilities-
an upgraded version of the Hangar shield bestowal ability
the new shield regeneration ability from the Hangar Bay
an upgraded version of the Guardian's shield projection ability
OTHER
Orkulus Disintegration damage always ignores shields, as does the Transcencia's Psionic Surge
new research reducing "similar" structure cost for both Advent and Vasari
augmented HP Logistics and Tactical slots for many planets
Increased star base capacity for many planets
increased hangar points for all race's hangars and star bases
reworked defense tree, i.e. moving PJI access to Defense for Advent and Vasari, etc.
new abilities for many uncolonizables
reworked star abilities- the good and bad effects of all abilities increase in potency from red>yellow>green>blue