Space Engineers

Space Engineers

ACI-Rival
Showing 61-70 of 197 entries
< 1 ... 5  6  7  8  9 ... 20 >
Update: 24 May, 2022 @ 4:36am

-Targeting Changes.

Update: 23 May, 2022 @ 6:06pm

-Added back in the Retribution/Incinerator PKA spawn with less fighters but greatly expanded behaviour. 3000 threat is the min for spawn eligibility.

-Added the F-5AC Rapier Interceptor.

-Added a jamming probe that is enabled at tier 3. Probably annoying but I'll see how it goes.

-Other changes that I keep forgetting.

Update: 23 May, 2022 @ 5:41am

There seems to have been an issue with some counters spazzing out and causing recon not to spawn. I have attempted a fix so that these things will spawn again. I recommend inputting these two commands though just in case things do not work. The steam workshop has been doing funny things lately so maybe that has something to do with it.

/MES.Debug.ChangeCounter.ACIM-Exhaustion-Counter.-12603
/MES.Debug.ChangeBool.ACIM-Exhausted-Sandbox-Boolean.False

Input those into the chat to solve the issue or at least mitigate it if the problem persists.

Update: 22 May, 2022 @ 5:16am

-Added a tier 3 variant of the Sector Defence Station and modified its behaviours.

-Disabled T1 and T2 variants of Targets of Opportunity in space when tier 3 spawns are enabled.

Update: 22 May, 2022 @ 3:20am

-Further complicated recon spawns. An extra recon ship is enabled for every 1000 extra threat up to 4. So 4 ships are enabled every 1-3 hours. Player known area fleets are still only enabled every 1-3 hours so even if all the recon grids detect you, you won't be swarmed with ACIM and have your game crash.

-Probes and satellites are now a player known area spawn instead of being directly spawned by a recon grid. For the most part.

-Changes some Boss GPS titles to represent the tier of spawn.

-Added some flares to the Prowler signals vehicle.

-Other changes.

Update: 20 May, 2022 @ 9:08pm

-Ships no longer need to have their remote blocks destroyed in order to be considered Destroyed. Now you may also take out all of a ships weapons (Or just enough to trigger a retreat in some cases) in order to defeat a grid.

This is the same for power sources. If you destroy all batteries or reactors (depending on the grid) then it will also be considered a defeat for the enemy and reduce ACIM IP by the same amount it would if you merely destroyed the remote block.

These two options will either cause a grid to retreat or jump away if it can.

So in order to defeat a grid one must either; destroy all control seats/cockpits that are relevant, destroy the remote block directly, destroy enough enemy weapons or enemy power sources such as batteries and reactors. All options will deduct ACIM IP and all the other counters involved.

This will make things easier in some ways.

This covers everything but stations and two other things.

-Added some flares to the F-12 and Valkyrie Gunship.

-Other changes.

Update: 20 May, 2022 @ 11:23am

Update: 20 May, 2022 @ 11:07am

-Player Known Area spawns/recon is now enabled every 1-3 hours instead of every hour.

-Added remote block code restrictions to the relevant groups as an extra means of preventing fleets spawning on one another.

-Added a random encounter for space between 75 and 1000 threat. It is only enabled after 50 ACIM space grids have been destroyed. It is a variation of the Stealth Cruiser.

-Modified the Stealth Cruiser.

Update: 20 May, 2022 @ 12:27am

omg

Update: 19 May, 2022 @ 11:47pm