CHANGELOG FOR R15.31
- removed xenon limiter
- tokens for guardians are granted at 2x slower rate
CHANGELOG FOR R15.30
- fixed error in notoriety calculations during tax payment
- takeover 10mln bug fixed
- lowered tax
- removed custom scripts from LTs (no longer needed)
- smaller number of guardians at shipyards
- other bugfixes
CHANGELOG FOR R15.29
- bugfixes
- increased number of fighters for military bases
- stronger Khaak
CHANGELOG FOR R15.28
- Fixed notoriety penalty during tax payment. It is also now dependent of True Relations, ie, TR must be enabled for penalty to happen. There is also subtitle telling you that you lost notriety due to unpaid taxes. Penalty is scaled this way, that if you are short on cash, or just very greedy, and have good relations with race owning sector, you can give yourself a bit of rest and refuse to pay for some time, ie notoriety will not drop so fast for single factories. Especially cheap ones, like mines or low food wont give much of penalty.
- Tadaaaam! Fixed Economy Booster building terran factories for other races. Yet, you notice it only in new games. Or, if you somehow manage to clear universe from already built ones. Yep, after 2 years finally this one got squashed
edit; you may also use this file (x3.rygar.net/aaa.rygar.clearfabs.xml) to clear universe from all terran factories from other races without restarting game
CHANGELOG FOR R15.27
- ATF Couterstrike: massive fleets shall not be issue anymore. They can still appear from time to time, yet usually you will see them in much smaller numbers
- Xenon invasions: size of fleets has been capped. They still may be massive, but also may not. There is now variety in fleet sizes, and even if fleet is very big, it will still be limited (previously Xenon stations were producing ships constantly until they conquered sector or have been repelled). While it may seem to make things easier, it really is not, as it results in more frequent invasions. Yet, in most cases, you will be able to engage them personally, because...
- ...Xenon attack routines in attacked sector are improved. They will attack many targets at once. But also easier to engage, as they spread across sector, making it bit easier for you to fight them, performance during battles should be way better now. Happy robot-hunting!
CHANGELOG FOR R15.26
- small bugfixes
- "smart carriers" option was not working on response ships. Added.
- notoriety fixer now works only when player ships arrive to sector. In addition, when player owned ship enters friendly sector, stations will automatically become visible (only friendly ones)
- enhanced khaak antispawn - added 'reposition' option. So now instead of removing them, script will position them somewhere further. This is way safer in many situations (as they may be spawned by mission, be some special ships etc), and still make things more fair - as khaak will attack other ships, not only yours
CHANGELOG FOR R15.25
- fixed bug with some response carrier script crashing (resulting in 0m/s response carriers)
- added ability for player ships and AI ships (even those created by jobs) to deploy fighter drones, mines and lasertowers
- limited counterstrike size a bit (mostly because of massive ATF fleets - they should be little more sane now
- punishment for not paying taxes: if you enabled tax system, you have to pay taxes for fabs in AI owned sectors. If you dont, it hurts your notoriety
- increased max number of factories that can be built in sector
- changed eco-booster prerequisites for AI: to build stations in player-owned sector player must build a trading station in sector and there must be no TL (owned by you) in sector for other races to build anything
- about 10 other smaller bugfixes and improvements I forgot to write down and they vaporized from my memory)
- lowered notoriety bonus for destroying X/K stations. Negative impact with TR enabled was too big and unjustified
CHANGELOG FOR R15.24
- added Alliance Tactical Network option in IR window
- fixed streams of fighters problem - huge performance fix
- restored Homebase designation for bigships
- fixed kill-bonus notifications for IR-generated ships
- improved takeover handling, sectors should now automatically return to previous owner
- fixed recon drones patrolling only part of sectors
- fixed bailed invasion leaders blocking invasion slots
- added back several sectors to plot protected areas
- added self-repairing routines to khaak & commonwealth takeover logic
- races can now take over unknown sectors
- fixed Khaak Disruptor for SRM
- Pirates are now stronger. They build ships faster and have stronger defences (now they can sport up to 12 corvettes as guardians!)
- increased patrolling radius for guardians
- slightly increased constructor jobs
- fixed readtext bug when tax is negative
- fixed bug causing oversized assault fleets in some cases
- fixed bug Khaak taking over sectors with previous owner stations/ships in it
- Warning: update was released in May 13th - friday ;D
there are still several known bugs
- After installing use 'reinstall' option in menu
CHANGELOG FOR R15.21
- fixed bug in HotWar editor causing attacking neutral races by response/assault ships
- changed teladi/yaki and teladi/pirates relation in preset back to neutral to avoid problems with generic missions
IMORTANT - please use 'import from preset' function if you see mentioned problems
CHANGELOG FOR R15.20
- over 30 bugfixes
- max assault force increased, Military Base fighter number decreased - it was overpowered and hurting performance a bit
- changed preset for True Relations, fixed neutral relation from 0 to -10 points as it was wrong, changed available races, removed Xenon and Khaak (they always should be enemy) and added Goner to increase possibilities in designing relations. You can reload preset, but beware that it is different than previous one, so it may change relations in your current game
- collateral damage is back
- fixed exploit with buy ship mission - now buy ship mission will show up at Equipment Docks instead of shipyards
CHANGELOG FOR R15.19.2
- Fixed bug preventing Khaak to takeover sector - also causing them to spawn in larger numbers than required (could lead to performance problems)
- reduced max number of fighters for Military Bases. Increased max possible size of assault fleet
- improved Taskforce - not fully tested yet, but they may now be sent after player assets when player messes with assaults/responses (as revenge-diversion). or just when your notoriety is really low (can only happen with True Relations enabled)
- smaller features and bugfixes
CHANGELOG FOR R15.19.1
- Permanently Disabled Collateral Damage due to invulnerable ship creation
- Fixed an issue allowing one race to field 7 assaults at once
- Fixed an issue that would slowly cause the universe to become stagnant after a long period of time
CHANGELOG FOR R15.18
- New: Improved Hot War Editor - Including slide switching and intelligent Friend or Foe controll + relation preset for True Relations
- Implemented a percentage slider for cargo bay extension in the player ship construction loadout editor
- Hijacked 'True Relations' Menu option under Universe Options to link to new sub menu
CHANGELOG FOR R15.17.3
- bugfix to prevent new games from registering hotkey as "ReadText8972-8020"
- Updated German Translation
CHANGELOG FOR R15.17.2
- Added feature: Send Ship to Warranty Station - Allows you to use the modified IR:CS hotkey to send a damaged ship to its repair shipyard
- Updated German Translation
CHANGELOG FOR R15.17.1
- Fixed terran fighters appearing without weapons in the loadout menu
- Fixed issue preventing ATF ships appearing in the ship selection menu
CHANGELOG FOR R15.17
- extended ship constructor feature: it is now possible to order ships with predefined equipment! Always hated when you had to add all those docking computers for your Codea fighters manually? Now you can order fighters with docking computer installed!
- you can set homebase for ordered ships - works also when you order 10 fighters at once!
- building time for ships has been increased
see this post for more details
CHANGELOG FOR R15.16
- fixed Khaak Sentinels and Khaak Disruptors
CHANGELOG FOR R15.15
- fixed bug preventing Khaak invasions (khaak camping near stations despite messages telling that they perform invasions)
- new feature: Collateral Damage!
finally it's there Huge ships (M7/M1/M2/TL) cause damage to nearby ships when exploding!
- updated German translation
CHANGELOG FOR R15.14
- New Empire Overview window allowing you to enable/disable taxes
- improved response - factories can now report attack to nearby MB/SY
- IR Communication System -similar to ECS (yet much simpler)
- see http://forum.egosoft.com/viewtopic.php? ... 71#3400371 for detailed info about new functions
CHANGELOG FOR R15.13
- fixed bug with too many guardians buzzing around shipyards (another instance)
- fixed several smaller glitches
- reduced max. number of simultaneous Khaak invasions
CHANGELOG FOR R15.12
- fixed bug with too many guardians buzzing around shipyards.
to remove existing ones - either destroy them manually (with cheat package) or perform cleaning operation
- additional protection for guardians to stop them attacking claimed ships that bailed with NPC Bailing Addon 1.7.x installed
- slightly increased tokens for military bases
- True Relations rebalanced a bit.
- fixed Disruptor Mammoths when there is no SRM installed
CHANGELOG FOR R15.11.1
- fixed glitch - shipyards changing names to 'saving bigship types to cache'
CHANGELOG FOR R15.11
- fixed token bug for assault fleets (1 ship fleets), and rebalanced token cost of several ship classes. Large fleets are back :>
- unlocked Taskforces
- fixed and rebalanced payments for ship/station kills
CHANGELOG FOR R15.10.2
- fixed bug in Xenon ship creation
- added jump-flash effect for Assault ships following leader when they pass gates
CHANGELOG FOR R15.10
- Improved response mechanics - all AI stations can now ring alert at shipyards/Military Bases when they are attacked. This is especially useful for Sector Size mod, where sectors are too big to be effectively patrolled by recon drones.
- slightly rebalanced Khaak. They are now allowed to drop fleets from time to time to nearby systems as decoys / guerilla attacks
- small rebalance for True Relations, it now starts working bit later, so for first hours of new game you will not worry about relations. Simply, at beginning of new game you are too insignificant for other races As soon as you start gaining higher notoriety (fight rank and trade rank) it will more and more influence your notoriety.
CHANGELOG FOR R15.09
- fixed several smaller bugs for Khaak. Enabled flash jump for them
- Fixed bug with shipyard guardian tokens, They should appear in proper numbers now.
- changed name of "Fang" to "Disruptor", so Betty will say its name when you target it (SRM 0.85 required). In case of detected SRM 0.85 Improved Races will automatically switch itself to use new ship types (Disruptor instead of Fang and Sentinel instead of Sphere)
CHANGELOG FOR R15.08
- fixed glitch with multiplied sectors shown in 'Sectors taken over" in menu
- improved cleaner
CHANGELOG FOR R15.07
- fixed bug with multiple tasks running on stations after 'reinstalling' procedure.
- fixed ship constructor hijacking ships bought from npcs at stations in sectors that have shipyards
CHANGELOG FOR R15.06
- fixed bug preventing takeovers to be succesful
- decreased amount of tokens for Military Bases (this will reduce number of fighters)
- updated German translation
CHANGELOG FOR R15.05
- fixed critical bug that lead to crashes and military activity to stop (bug connected to Economic Booster function)
- Added new submenu for TrueRelations. Now you can monitor changes made by this function so you can understand how it works and adjust your actions accordingly. It will show you also notoriety increase caused by, for example, completing mission.
Should be huge help in setting proper race relations.
note True Relations option in 'universal options' does not work anymore. Switching it changes nothing.
CHANGELOG FOR R15.04.1
- fixed glitch with response fighter names when they are newly created (docked at carrier), and increased their randomization
CHANGELOG FOR R15.04
- fixed another instance of Mammoth bug (Capital Ship Response)
- Introducing Khaak Sentinels (they will be fully functional only when you use SRM 0.85 or newer - if not, they are just harmless eye candy)
- updated German translation
CHANGELOG FOR R15.03
- fixed fleet building time. For some ship classes time build increased
- fixed randomness for player ship constructor when TP or TS has been ordered
CHANGELOG FOR R15.02
- New feature that I always missed: when entering Kha'ak owned sector, game engine endlessly spawns small groups of fighters or decoupled cluster every 20-50 seconds close to your ship. This function will remove them immediately after they spawn, you will probably not notice them, besides very short 'beep' sound (enemy in range) that is immediately cut off. You may use modified alert sound (included in IR addons 1.8 ) to get rid of even this short peak of sound. From now fighting Khaak can be enjoyable experience:>
- IR no longer needs to be removed when starting new game. There is delay added, working in similar way like MARS installer - meaning it will launch itself next time you start game
- no more spamming by Economic Booster. Shipyards will report only successful operations. TL also nicely jumps in from gate and jumps out after building all factories. Exclusion zone for regular factories has been reduced to 4,5 km which makes it much easier for Constructor to find good place to build station, only Terran ones have still big exclusion radius. Also, it shows how many factories have been built
- removed glitch - debug message in some sectors
- added some randomness to fighter response - slightly better performance, more life-like behaviour
- enabled more race relations in hot war editor
- improved performance when generating counterstrike fleet
CHANGELOG FOR R15.01
- (optional) New feature: ship construction. Shipyards will build ships instead of handing them to you right after purchase. They also offer warraties for bought ships
- New type of force - Taskforce ships are kind of patrols, that can enter any sector (including yours) and kill everything on their path.
- added German translation (made by TheDante)
- several smaller fixes and improvements to Economy Booster: preventing Constructor ships from blowing themselves up on factories they just built, Military bases will no longer be placed in the center of the sector
- fixed serious issue with some ships not de-spawning (in sectors with shipyards and military bases) that appeared in RC32
- some smaller improvements in AI
CHANGELOG FOR R14 RC32
- fixed token/time calculations for invasions, resulting in much smaller fleets (they were way too large in latest releases, due to bug in calculating ship cost)
- added cache function for ship selector (heavily reduces CPU overhead when creating fleets)
- added same ship evaluator for Yaki as rest of races use
CHANGELOG FOR R14 RC31
- fixed bug causing building of huge fleets (thanks to AlphaSpecies for finding it)
CHANGELOG FOR R14 RC30
- fixed bug halting invasions after some time
CHANGELOG FOR R14 RC29
- fixed small bug causing all races to use Albatross as Constructor TL
CHANGELOG FOR R14 RC28
- fixed bug preventing filling carriers with fighters in some cases
- added check to prevent Goners from building fleets when using Spacefueladdict's Sector Size & Background Mod that adds shipyard to Elysium of Light
- added Aran to blacklisted ships
CHANGELOG FOR R14 RC27d
- fixed pirate/response carrier Mammoth bug
- removed debug message that was accidentaly left in 27b
CHANGELOG FOR R14 RC27b
- fixed Xenon/MB Mammoth bug
CHANGELOG FOR R14 RC27
- fixed crash/freezing caused by Economic Booster (thanks to Jack08 for isolating this bug)
- fixed Mammoth bug for ATF carriers
- Setting counterstrike strength will also regulate number of shipyard's guardians/capital ship response
- strong counterstrikes will result in the same amount of guardians as it was previously, other modes will decrease it
- no more advanced/enhanced/prototype ships for assaults
Addons 1.7
- added tfactoriesWrecks and tDocksWrecks (based on SRM 0,76) cleared of all scenes - stations will not leave wrecks. NO WRECKS/DEBRIS IN GAME (even in president's end and other sectors that usually had it).
- jobs file: reduced civilian jobs by 50%
CHANGELOG FOR R14 RC26
- Khaak sector cap wasn't working as expected, and this could lead to performance problems/crashes. Also increased this cap a bit. On normal, there should be no more than 110 khaak ships in sector at once. If there is more, khaak station will just kill them all immediately (because this means things get out of control for some reason)
- disbaled cover state for TLs
- for pirates, changed Pelican to Albatross for contruction work
CHANGELOG FOR R14 RC25
- blocking TL from building in plot protected sectors (read The Hub, Earth and few others)
- checking exclusion zones around new factories. TL will only drop factories in places where there nothing in 20 km radius Also factories may be placed even further from sector center. TL will only place factories on the other side of system than the closest planet is to avoid collisions with planet atmosphere (may easily happen in sectors like Kingdom End, where atmosphere is very close to sector centre. The only thing that is not detected is destroyed station debris
- several smaller fixes
CHANGELOG FOR R14 RC24
- Implemented all SK's suggestions (main AL with 2 min period, ship jobs will now run with prio 70 instead 99, some Pirate Guild compatibility improvements for True Relations)
- Improved Economic Booster - stations should rarely be built close to each other. Also shiyards will check if there already is TL in sector, so it should not send whole fleet of TLs to populate it. In small sectors (like Hatikvas Faith) - stations will usually be built 'outside' sector, far from center
- some Khaak will now drop nividium when killed (also OOS!)
- those of you who love to play as traders - friendly shipyards will now inform you when they decide to deploy new stations in one of their sectors.
CHANGELOG FOR R14 RC22
- changed p2p behaviour for Khaak. p2p jumping setting will work in-sector only (so you may disable it), and never OOS. But they may jump to other sectors.
- sometimes Khaak were going into zombie/idle mode when Bailing Addon forced their victim to eject
- fixed minor issue with Economy Booster (was allowed on military bases)
CHANGELOG FOR R14 RC21
- enhanced Economic Booster. Races will more likely build stations in your sectors. Also, shipyards will now look after area near them, rebuilding infrastructure (you may see Constructor TLs from time to time)
- List of fixes is too big to list them
- Changed payment system. There is huge notoriety boost for killing enemy stations in occoupied territories
- Improved O.F.F. logic. Ships/races wil now be more carefully chosen, so OFF ships will not be attacked right after leaving shipyard (because OFF launched paranid ships to fight with Khaak)
- payments/notoriety depend of you being in sector or OOS.
- only friendly ships will now show homebase/target
- notoriety fixer should now affect only on non-custom-script controlled ships/stations
- khaak are nasty again Also, it was reported that they disappear after few reinstalls - fixed
Addons 1.5
- updated mossile mod. Some missiles are even faster, I also lowered their agility. Finally you will see AI using dumbfires like Aurora with success. Most dumbfires are swarm type (so they are weaker-per warhead, making them less effective OOS - which is something you want, and more effective IS.
For the same reason - narrowing differences between OOS and IS battle result, M8/M7M missiles are weaker. They still have some punch, but are not so insanely powerful like in vanilla. If you dont belive - watch OOS battle - single M7M is able to wipe entire destroyer fleet OOS in matter of 2-3 minutes. While IS is completly helpless, especially when Mars is enabled for AI
- improved jobs file - some nameless ships should disappear, decreased military patrols a bit, slightly more traders, especially energy traders (superfreighters). Will be updated/increased in near future, when IR will more actively rebuild local production chains
CHANGELOG FOR R14 RC20
- plot-ships protection returned back
- tweaked takeover notoriety penalty
- added code for future plot-protection enhacement (managing plot protection by Mission Director). Prepared it to be usable also by other war-scripts (read RRF/MBR)
no reinstalling needed, just overwrite
CHANGELOG FOR R14 RC19
- if you start new game or install IR for the first time, plugin will store information about all sector owners, allowing you to revert to vanilla/original state in case when you want to remove IR or perform cleaning procedure.
- fixed bug with relations fixer causing neutral races to be enemy when relation was slightly above 0 (at beginning of new game)
- fixed bug with stations not recreating lost recon drones in certain situations
- temporary removed omitting plot protected ships. All ships with disabled race logic (meaning IR ships, PG ships, MBRR ships etc) were considered as plot-ships, obviously bad thing. I think I have new way of fixing that, but I must make some tests first. Sectors with plot-related stations will still be omitted when choosing targets for invasions.
- added self destruction mechanism to Yaki's lasertowers
- removed player sector auto-reclaiming. Sectors are quite cheap again, it's not required, and irrelevant as after clearing universe/removing IR you will loose your sectors
- added auto-cleaning mechanism to takeover database, so when it goes out of sync, it should fix itself. 'Reinstall' function also launches this thing, if you want to run it manually. (this fixes cases when race launches invasion against itself)
- and finally the most important thing...: prettier subtitles while reinstalling/cleaning!!! ;D
CHANGELOG FOR R14 RC18
- fixed serious bug introduced in RC17 (generating zombie ships) - if you have installed RC17 unfortunatelly you'll need to clean universe (or you may just kill those non-moving ships using cheat-package)
- fixed bug with khaak stations spawning in plot protected sectors
- fixed bug with stations not creating recon drones after cleaning/reinstalling
- fixed problem with xenon lasertowers in some high-traffic xenon sectors (there was multitude of them after long time)
- added several unknown sectors to plot protected list, removed protection from original khaak sectors
CHANGELOG FOR R14 RC17
- added another hard cap for Khaak. (maximum 50-200 ships in sector, depending on difficulty set in options)
Usually number of ships should be always lower than that, it just for unexpected situations where things go out of script control
- some minor performance adjustments for Khaak
- number of Khaak Fangs dependent of Khaak difficulty setting
- changed takeover logic - price for sector takeover goes back to lower values - 35mln. To prevent this to not become too easy money maker - you will collect much less tax money from your own factories. Also, notoriety drop caused by hostile takeover is now VERY HIGH. Practically taking over sector that belonged to other race (even if you cleared it all by yourself from Xenons/Khaak) means you will have really hard time to fix relations with said race
- most IR ships will display their current target in their info panel. So you may see which ship is attackig you or your assets.
- hugely improved plot protection - sectors with plot stations should be safe now, even in custom maps or new plots
- IR ships should not attack plot-related (indestructible) stations and ships anymore
- permanently disabled OOS p2p jumping for Khaak Carriers
CHANGELOG FOR R14 RC16
- many bugfixes
- added Bailing Addon compatibility (yes, finally you can lay your hand on all those prototype ships )
- enhanced True Relations - automatic sector relations fixer (similar to the one from Cycrow's cheat package - fixes relations to player when you change your standing against race - cases when you become a friend and factories or ships remain red to you. It does not change relations immediatelly, but chooses random sectors, so changes are applied over time
- reduced number of counterstrike retries, so shipyards give up earlier in counterstrike attempts (when race lost sector), so another shipyard can take action. As a result there's much more activity in universe
CHANGELOG FOR R14 RC15b
Addons v1.4
- completly new missile mod - try it if you start new game - missiles are expandable, dirty cheap (so when you find 20 hammerheads it will not be worth fortune like normally - old tricks to gain fortune from dropped missiles in early game will not work anymore, you must find other ways.
Now your greed will not stop you from using them
But main reason for this is to have EQ Docks that store reasonable amounts of tomahawks and other missiles, so you can actually equip your M8's and M7M's. Seems much more natural! Also it will not look so silly to see AI firing barrages worth millions to shoot down some scout.
this is preparation for future developments, so AI ships will actually buy missiles and weapons produced in factories, not spawn everything out of thin air
- Updated jobs file. Removed all Split and Paranid military ships from Argon Sector 148. Changed number of jobs for some traders and patrols
CHANGELOG FOR R14 RC15
- fixed Invasions bug that was there for loong time (since frst R14 release) - if you ever seen plenty of capital ships sticking around some gates, those ships are actually assault ships waiting for attack signal
right after installing this version this signal will come - so you will see plenty of action.
- True Relations adjustments
CHANGELOG FOR R14 RC14a
- True Relations - now it depends of your Trade and Fight ranks how much notoriety you loose. At beginning of game - it will be hardly noticeable - but when you become a tycoon... better plan your trading and fight activities
CHANGELOG FOR R14 RC14
- just one optional new feature - True Relations
How it works? - If you do a mission for argon, your notoriety in Argon will increase. But they are at war with Paranid. So Paranids will get more suspicious towards you (your Paranid notoriety will drop). But Borons are friends with Argon so you will get some small increase in Boron notoriety. And then Split notice that Borons like you much more.. So you will loose a bit of Split notoriety..
))
It will change your game experience quite seriously, enable True Relations and Hot War and have fun
CHANGELOG FOR R14 RC13
- race invasions fixed
- ships and drones now have their homebase specified in ship information panel. Assault Ships also have their destination sector specified.
- khaak rebalance
CHANGELOG FOR R14 RC12
- bugfix release (plenty of bugs fixed)
- recon drones fixed
- assaults and response forces are fully functional again (something was broken in R11)
- sector ownership price slightly lowered (390mln)
- general balancing improved (balancing was done around SRM+CMOD+SSRM+MBR+PG combo - thats what I use)
- nerfed recon drones a bit - they were too effective - khaak had no chance of making any serious invasion in R11 when set to easy
CHANGELOG FOR R14 RC11
- fixed Guardians (another instance). There is now hard limit for them (20 max). Station will destroy guardians that are over the limit automatically.
- only station that has Hive Queen can make guardians (indication for player that this station is more dangerous)
- other small fixes
CHANGELOG FOR R14 RC10
- just one nice new feature
after Khaak take over sector, they will consider it as safe and will sit quiet, busy with creating Hive Queeen. When she's born, their station becomes fully operational and create new Khaak warriors faster, also, reaction time to incursions will be shorter, her presence helps Khaak in many ways
If you will be lucky and catch them off guard while they are creating Queen (it takes them a good chunk of time), you may have opportunity to easily destroy their station. Same is true for Commonwealth Assaults
- slighly increased (back) commonwealth ship creation (especially smallest)
CHANGELOG FOR R14 RC9
- next attempt in epic fight to fix ship names (ATF Assault ARRAY...) and wrong ship/race combinations (Teladi Ray...)
- false/errorous invasion notifications and ships granted to player (side effect of messed relations)
CHANGELOG FOR R14 RC8
- Khaak ships no longer split-up into smaller ones when killed (except for Guardians and Khaak station)
- Khaak Fang now causes damage like Ion Mine instead of Squash
- lower missile firing probability for most ships
- changed OFF/ATF countrstrike/assault AI (slightly better target evaluation - assault forces should now stop chasing scouts and ships that are 100km away, while Khaak station is calling destroyers for help)
- Fixed bug with unlimited number of guardians at gates
- permanently disabled p2p jumping for Khaak (OOS) - now they may lure assault to their base
- deferred Khaak invasions - loading last savegame won't help you - they decided to attack you long before they apperared in your megacomplex sector
- improved Xenon ship generation - no more 150+ Xenon destroyers invading nearby sectors (still, they ARE lethal)
- included Missile Rebalance Mod by imperium3, changed by me - Khaak missiles were toned down for better performance (no swarm missiles) and balancing (damage values), because Improved Khaak love to use missiles
- included Real Defence Mission by Mysterial,
- included same mission as above, but tweaked to work with Khaak
- Decreased Khaak spawn rate
- modified jobs file - prevent Xenon respawning when there is no Xenon station, respawn delay increased to allow Assault ships takeover sector. File based on jobs from Sector Size and Rebalance (more traders etc), so it helps when there are heavy loses in traders due to IR activity
- increased creation time of Commonwealth and Xenon ships
- only regular races factories will pay taxes. Pirates, Xenon, Khaak and Yaki don't pay
(they used to.. even Khaak)
- Recon drones have now limited scanner range, but scan for stations and check different areas of sectors
- sector claim fee slightly increased (550mln)
- because of that player owned sectors from previous installations of IR will give you money as they used to (automatic re-claim on install)
- cleaning procedure now also removes IR generated Xenon and Khaak stations
...and some other things I already forgot about