Space Engineers

Space Engineers

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Founding Fathers Encounter Expansion Mod 3.1
   
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Type: Mod
Mod category: NPC, Other
File Size
Posted
Updated
49.568 MB
10 Jan, 2016 @ 9:30am
27 Feb, 2023 @ 8:45pm
47 Change Notes ( view )

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Founding Fathers Encounter Expansion Mod 3.1

Description
VERSION 3.1 IS HERE!

DISCLAIMERS: THIS MOD IS ALWAYS IN DEVELOPMENT! - All features may not properly function! It also now requires TFF Server Mod 2.2 to function correctly. I am sorry if you don't like that, but we use this mod in conjunction with the Server Mod, so it was a natural move for us.

ALSO, THIS MOD IS NOT COMPATABLE WITH THRUSTER DAMAGE!
You need to enable cargo ship spawning, enable in-game scripts, and disable thruster damage for these to work correctly. While we attempt to make realistic designs, we sometimes set physics aside to obtain our design objectives.

Update: Version 3.1 is basically complete! There are new features, mainly faction spawns and re-organized spawn groups, but not all the vanilla cargo ships have been converted yet, plus we're still working on the newest cargo and encounter spawns, plus more of our own ships! The description below will remain until 3.2 is ready to be published, when all the NEW ships have been converted.

Update 2/2023
Added vanilla cargo ships at some point, plus several more custom spawns. The variations of changes below is out of date.


Old Description:
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This mod adds cargo ships, response drones, pirates, and a few random encounters. The drone response has been revamped for cargo ships (no more pirate drones coming to "rescue" cargo ships). Different "classes" of ships will have different drones that respond to distress calls. With the vanilla faction system, classes of ships will be easier to identify when they spawn; eg. cargo ships now have a prefix "CHU" for Cargo Hauler's Union before the ship name. Civilian ships will have CIVI. Military ships will all say "MILT" Etc.

Currently in the works:

Revising the Pirate faction ships - adding drones, changing spawn lists, and adding more bases.
Expanding the IMDC faction - adding transports, attack ships, miners, and drones.
Expanding Civilian faction - adding private ships, commercial bases, personal bases, random encounters (un-owned/abandoned), and drones. partially done
Adding a new faction - very early stage "AI" faction, no details yet! Not sure if this is going to happen.




Below is a detailed list of changes and additions:

Added New cargo ships:
Cargo Mule
Freight Barge
Resource Hauler
Garbage Hauler


Added New civilian ships:
Thetis Prospector
Luxury Party Yacht
VIP Transport


Added cargo encounter:
Cargo Distribution Station


Added random encounter:
Rhombus Class Corvette


Added civilian encounter:
Deep Space Telemetry Station


Added military encounter:
Military Weapons Facility


Added New pirate encounter:
The Flying Dutchman - HARD TO DEFEAT
Pirate LAARC (Light Armored Attack Raiding Carrier) - HARD TO DEFEAT


Added the following antenna broadcasts and response drones:

Cargo Union Antenna: "Possible Situation - REQUEST INVESTIGATION"
Response Drones: "Union Worker" or "Hired Goon"

Cargo Union Antenna: "REQUESTING UNIONIZED MUSCLE"
Response Drones: "Hired Goon" or "Strict Enforcer"

Pirate Antenna: "Sending out The Beast"
Response Drones: "Black Beast of AAAAHHHHH"

Military Antenna: "Hostiles detected - Deploying drones"
Response Drones: "Military Defense Drone" 2x

Changed civilian antenna "EMERGENCY - REQUESTING ASSISTANCE" to dispatch a drone called "Civil Defense Responder", instead of a pirate drone.

Changed military cargo ship antennas to "Under attack - Requesting backup" to dispatch a modified Military Escort, instead of a pirate drone.

8 Comments
Thomas Jefferson  [author] 14 Jan, 2019 @ 9:08am 
@Emiricol4Rl Seeing as this relies on the default spawns, I'm pretty sure it won't work with MES. When I get back around to playing SE again, I'll look into MES and see if I think it's worth it to convert it over.
Emiricol4Rl 11 Jan, 2019 @ 8:18pm 
How does this mod interact with Modular Encounter Spawner?
Hammer Hands 22 Feb, 2017 @ 10:08am 
@thomas

Nice, love your mods man, keep up the great work.
Thomas Jefferson  [author] 21 Feb, 2017 @ 11:20am 
@Hammer Hands
So the total number of drones is a per-game setting. The default is 5 active drones per gameworld, and I found a flaw in one of my antenna combos that would allow that number to spawn all within a few minutes. I will close that loophole where I find it, so the most that my changes SHOULD spawn is 4 for valuable ships (except for a very rare case) with 1 or 2 being the most for less valuable ships and stations. I should be able to publish this fix tonight.
Hammer Hands 5 Jan, 2017 @ 10:10pm 
Makes, sense, i love the mod, addds a serious challenge to capturing the freighters. Fun stuff. :-)
Thomas Jefferson  [author] 5 Jan, 2017 @ 8:51pm 
I will re-check the limit on drones. The game defaults to a small number (3, I think). I believe my limit is 5. I may reduce that to 4 if I find that it's too hard for vanilla weapons.The problem is that I developed this to work with my other, server-side mod, which includes an edited version of the Oki guns.
Thomas Jefferson  [author] 5 Jan, 2017 @ 8:47pm 
It depends on what spawns with the distress signals. The spawn groups typically spawn 1 or 2 drones from a list of 3 or 4. If you happen to get a "Union Worker", it's supposed to spawn 2 or 3 additional drones, depending on how close it gets. The Union Worker is a small ship, so it's very weak. Most of the time, it only gets a chance to spawn only a single drone before getting wiped out.

I would like to also note that I have not updated this mod in quite some time. Since the game has finally entered Beta, I will attempt to update what I can. I also still do plan on adding many more drones, encounters, and pirate bases.
Hammer Hands 5 Jan, 2017 @ 1:52pm 
How does the mod determine how many responses it will spawn. I've had one that spawned 4 drones at once at less than 1km from me. A bit too much for a solo player to handle. :-)