Space Engineers

Space Engineers

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Hostile Takeover
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Type: Mod
Mod category: NPC, Other
File Size
Posted
Updated
261.056 KB
25 Dec, 2021 @ 10:38pm
20 Feb, 2022 @ 12:25pm
5 Change Notes ( view )

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Hostile Takeover

In 1 collection by Thraxus
Thraxus SE Mods - QoL
29 items
Description
DESCRIPTION

TLDR: NPC ship takeovers with a bit more flare, some fun, a little challenge, and a lot less hassle. Enjoy a new take on a tedious vanilla mechanic.

I don't know about you, but I find taking over a grid is either way too easy, or way too time consuming. You're either hacking every block that has a computer in it, butchering the ship or station along the way, or slapping a magic device on the side and waiting a few minutes. The former is just tedious and incredibly annoying, the latter is boring (but honestly necessary given how the vanilla hacking mechanics work).

Hostile Takeover aims to up the challenge of capturing a grid while making it feel more engaging and less grindy. This mod is very similar to Easy NPC Takeovers in spirit, but adds some new, interesting, challenging, and fun mechanics for taking over grids in general.

MECHANICS

All blocks are broken into 5 categories.
  • Control - These blocks exert some control over the ship (Remote Controls, Cockpits, Flight Stations, etc.)
  • Medical - These blocks allow either respawn, healing, or reinforcement storage (Cryo's, Med Stations, SKits, etc.)
  • Weapon - These blocks shoot stuff on their own -- Turret bases only, does not count dumb fire weapons such as the gatling gun
  • Trap - These blocks are meant to ruin your day in a great way (Warheads mostly)
  • Everything Else - These blocks don't fit into any of the above categories, so Hostile Takeover doesn't care about them

All blocks from the first 4 categories need to be either disabled or destroyed to capture a grid. Once disabled or destroyed, the grid will disown itself (owner = nobody), which will allow anyone to claim ownership of whatever is left.

When you're within a certain distance of a NPC grid and pull out your grinder, the blocks from the current active block category will highlight for a short period of time. So, if you're within range and pull out your grinder and the Control category still has active blocks in it, those blocks will highlight and show you their position wherever they are on the grid.

Once all blocks in the current active category have been defeated, the next category with active blocks will begin to highlight. This means that in order to see any blocks in the Medical category, you must first defeat all blocks in the Control category. Weapons only show up once you've defeated all Medical blocks, and Traps are last to show, hopefully for obvious reasons.

If you repair or place any blocks on the NPC grid, it will take ownership of them. This means no more med bay jumping or cheesing the takeover of a ship. So long as the NPC is "alive", it will retain control of its vessel.

Hostile Takeover will not fire on nobody, or player owned grids - only grids from NPC factions with NPC owners.

!!!WARNING!!!
I consider this mod in beta. It may have some bugs. I've also not tested this on DS yet. If you encounter any issues or have any feedback, contact me! Logs are very necessary, as are the steps to repeat the issue or at least a good description of what was happening when the problem occurred.

CONTACT ME
Questions, comments, concerns can be directed to me either here, on the workshop page, or you can always find me in the EEM Discord: https://discord.gg/PNtpMyw

CHANGE LOG
-- Previous patch notes can be seen in the Change Notes section above

Mod Version: 0.2 [Released 20 Feb 2022]
  • Fixed DS highlighting issue.

Mod Version: 0.1 [Released 26 Dec 2021]
  • Initial release.

Road Map
  • Proper support for Weapon Core weapons
  • Custom block highlighting
  • Revisit the mechanism for highlighting blocks

Known Quirks
  • I used Keens block highlights, which can act a bit weird.

Known Issues
  • None

Incompatible Mods
  • I would not use this in scenarios as it may disown some buildings that should always be owned by a NPC.
  • None really, but other mods that transfer ownership of enemy grids should be avoided (Hacking Computer, Easy NPC Takeovers, etc.)

Special Thanks!
  • Meridius_IX / Lucas - Gave me the motivation for finally finishing this and added some neat ideas to the mod in general
  • LeonserGT - Thumbnail; finally one of my mods has one that doesn't scream 1st grade art project!

Supported Mods
  • TBD

License
Until I say otherwise, Hostile Takeover is not allowed to be used in whole or in part in another mod upload or reuploaded with customized changes.
Popular Discussions View All (1)
1
16 Sep, 2023 @ 4:08pm
Exploding AI Remote clontrol
TheMorpheus
314 Comments
Thraxus  [author] 8 Jul @ 8:09am 
Truth be told, I need to do a significant rework of this mod. It works, but it needs user configs and, as you noted, some new blocks added. I'll put that in the queue for when things slow down again in the real world.
CDClone 8 Jul @ 5:39am 
just as a suggestion, i think it would be very fitting to add the AI blocks, i feel like it makes sence since they control the ship (when not playing against modded content that use remote control blocks)
Thraxus  [author] 3 Jul @ 5:37pm 
Of course.
PhearedPhantom 2 Jul @ 10:18pm 
save game compatible?
Thraxus  [author] 30 Jun @ 7:50pm 
That is a pretty large file. My guess is you don't restart all that often. The logs should wipe on reboot.

I do have comment notifications turned on. Just sometimes steam doesn't actually alert me.
CDClone 30 Jun @ 8:15am 
just realized easy block renaming is allso yours :D :D :D and my next server will allso run with awwscrap :D :D :D

keep up the good work m8, love your mods, even more than i knew haha

on a seperate note, is it normal for Hostile Takeover to have 475mb log files?? or is something wrong on my current server?

on yet another note, there is a "subscribe to thread" i think you should click to get updates from these comments? :)
moonrocks108 19 Feb @ 4:20pm 
mod.io? please
Vas 2 Feb @ 10:38pm 
When I tried to grind an enemy station using this, it was totally invulnerable to all grinding. I shot some blocks and they were damaged by that. I disabled the mod then the station let me build onto it and grind on it. Before hand it wouldn't let me build on it either which was bizarre.
Thraxus  [author] 26 Jan @ 12:04am 
I really wish Steam would do better with giving me notifications for messages. I'll have that fixed in the next few days. Apologies.
CDClone 22 Jan @ 5:01am 
well.... sounds like im not the only one with the tradestation issue :P

allso, when meeting the planetary stations, the ones that usually contain a prototech part of 2, the mod seems to not react at all, so far i have no ideer why...

all in all thou, this is a great mod to play with, makes capturing enemy ships an options, rather than blowing them up or spending hours grinding them down :)