Homeworld Remastered Collection

Homeworld Remastered Collection

[BETA][EN]FX:Galaxy v1.3.9 - Last Stand
lone_wolf  [developer] 26 Dec, 2018 @ 6:23am
FX:Galaxy v1.35 Beta Release Notes
Summary
2 New Gameplay Modes (WIP)
5 New HD Unit Models
24 Bug Fixes & 151 Balance Adjustments
Others: Revamped Skirmish Campaign (Shimmering Path), Custom Map Support

1. Main Updates
New: Artifact Retrieval (Game Mode)(WIP)
Based on Desert of Kharak’s popular mode. Use Resource Collectors to retrieve artifacts, and reach the target number before your enemies do. A more objective-based approach to regular Deathmatch, where chaos reigns free.
 Artifacts show up at the 5:00 minutes mark and will show up again after they have been retrieved. Note that successfully retrieved artifacts will not show up again, even if the vessel they were brought onto is destroyed.
 Supports both vs.CPU and Multiplayer.
Note: This mode is currently in stage one, we will be making many improvements and changes to it. But it is playable in this build, so you can get an idea of the concept and try it out.

Artifact Retrieval can be selected under “Game Types” in the drop-down box in match settings.


New: Custom Map Support
It took a bit longer than intended, but we are happy to announce that the FXmod now supports custom gameplay maps. The following requirements must be met:  Both the map (*.level) and thumbnail (*.tga) files must be placed in your *\HomeworldRM\Data\leveldata\multiplayer\deathmatch folder.
 Maps need to have “dm” or “fx_dm” as tag in its index (*.levels) file.
 Maps must be compatible with HWRM 2.0+ (e.g. contain no broken dustclouds or other objects that are not supported in this version of the remaster)

See Ace’s HWRM Map Pack for an example of supported maps, the intended folder structure, and a proper *.levels file:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=669032131
New: FX:G Standard PvP Mode (Game Mode)(WIP)

This is a new game mode. As with Artifact Retrieval mode, it is currently in (early) alpha development state but playable. It is basically Deathmatch stripped of all obsolete and unused match settings, made for absolute balance. Starting RUs are capped at 1000 each, and the mode comes with its own set of maps, which are more balanced than the stock maps.

In time we aim to further develop the currently existing maps and shape this mode into something for competitive players.

- Added a new race for Standard PvP mode: “Observer”
 As the name suggests, this option is for observing matches only. You start without fleet and will be able to view the match. If you pick observer be sure to set your starting position to the highest number position (e.g. Observer on a 2p map = choose starting position 3, on a 6p map = start position 7/8).
2. System Updates
- Added gameplay tips to the loading screens
- Capital Ships will now trigger Complex’s camera shaking effect when they explode
(if zoomed in sufficiently)
- X-System upgraded to v2.1.5
- Several of DoK's fx were used to enhance both RM and FXmod fx.
- Destroyer-class vessels and above will now use vanilla HWRM’s death fx* - Ion beams will now use vanilla HWRM’s ion beam fx*

* = These are temporary changes until we find time to recreate our own custom versions of these fx from in HWRM (currently they still use HW2C fx), and figure out a few things such as adding RM’s ion beam self-luminous effect to our own ion beam fx.

## Single-Player ##
- Adjusted the difficulty curve for Skirmish Campaign - The Shimmering Path. We found that the difficulty was higher than intended, especially during the earlier stages (which was mainly due to an AI bug – see “Bug Fixes” below), and have made a number of adjustments to ensure smoother progression.

## vs.CPU/Multiplayer ##
- Custom maps are now supported, and may also appear if the "Random Map" option is chosen.
- Kushan has been omitted from the “Random” option. They can still be used if selected manually.
- Added 5000 and 10000 RU Injection options to Deathmatch.
Added a “Tactical Report” option to match settings (beta)
 If enabled the game will export data and match stats on matters such as RUs gathered/spent, units built, amount of ships destroyed and so on to your *\HomeworldRM\Bin\Profiles\ProfileX folder. If you want to save them be sure to move them somewhere else or rename them, as these files are automatically overwritten every match.
3. Race Updates
- The basic fighter of each race can now target mines and missiles via force-attack
(ctrl+shift). These units are: Assault Craft, Swarmer, Partner (Progenitors), Interceptor
& Defense Fighter (Taiidan), Fighter, Interceptor (Kushan)
- Added a new weaponrule for some units: realballistic. Shots fired by these units won’t 'chase' the target even if it was set to hit, but instead it go straight to where target was.

3.1 Hiigaran
Scout
- Added the {Speed Burst} ability (like in HW1C). This is in part to compensate for the lack of HGN Probes. Light Cruiser
- Added new weapon fx
- Base cannons now use the realballistic effect
- {Sweeper Cannon Array} weapon type changed from burst to kinetic.

3.2 Vaygr
Infiltrator Frigate
- Added {Cloak} ability
Artillery (Spear) Frigate
- Main weapon now uses the realballistic effect (vs. fighters & corvettes only).
EW Frigate
- Added {Sensor Distortion} effect (passive) in addition to its existing abilities.
Battlecruiser
- Added 2x mini-cluster missile launcher for additional anti-strikecraft coverage

3.3 Kadeshi
Adv. Assault Swarmer
- Antimatter Missiles are automatically used when near an active Support Pod.
Support Pod
- {Weapon Augmentation} ability has been changed from passive → active (toggle)
- Added new fx for swarmers under the effect of {Weapon Augmentation}
- Docking and production functions for some units have been delegated to Fuel Pods and the Nebula.
- AA Microlaser Turret is now activated automatically whenever the unit is stationary.
Fuel Pod
Model upgraded to HWRM textures
- Added production & docking functions for all strikecraft and some mini-units.
Nagual
- Drones will no longer auto-dock after combat. Instead they circle around the unit in parade formation when idle (see “Bug Fixes”).
- Drones can no longer detect cloaked ships.
Bright Nebula
- This unit (fully upgraded Nebula) can now also be purchased directly for 7500RUs. - This is meant to be a shortcut for endgame Kadeshi players who have the RUs on hand. It costs the same a regular Nebula and fully upgrading it, but players don’t need to waste time on building all 3 Modules on it. It arrives combat-ready. - In order to use this shortcut, the player must have at least 1 Bright Nebula on the field.

3.4 Progenitor
- Added a new model for the Welder
- Added a new model for the Demolisher
Guard
- Added new weapon fx
- Weapon type changed from single-target to AoE (splash damage). Increased antistrikecraft capabilities (see “Balance Adjustments” below).
Pyramids
- {Hyperspace Inhibitor} effect (passive) has been delegated to Balcora Gate
Balcora Gate
- This unit will function as a Hyperspace Inhibitor once Core - Hyperspace Force has been constructed.

3.5 Taiidan
- Added a new model for the Resource Collector (from Complex).
Defender
- This unit can now detect cloaked ships. Defense Fighter
- Added new weapon fx.
Shipyard
- Added an additional construction bay, similar to Kushan Mothership (1→2). Simultaneous construction enabled.

3.6 Turanic Raiders
- Added a new model for the HeavyGun Cruiser.
- Added a new model for Turanic mines.
Scout
- The ability to detect cloaked ships has been delegated to the Minelayer Corvette.
HeavyGun Cruiser
- Added new weapon fx
Main cannons now use the realballistic effect

3.7 Kushan
- The Scout unit has been removed and replaced by the Probe.
- Added a new model for the Resource Collector.
- The Resource Controller and Support Frigate have changed places.
 Resource Controller has been replaced by former KUS Support Frigate, which has been renamed to “Resource Refinery”
 Support Frigate has been replaced by former KUS Resource Controller, which has been renamed to “Maintenance Depot”. It also carries 2 Repair Corvettes. [Module] Plasma Bomb Launcher has been moved from Heavy Corvette's (unit) prerequisites to Heavy Corvette Module's prerequisites.

4. AI Updates
In addition to bug fixes related to the AI, we have also begun to make each level of AI difficulty more distinct from each other. Higher difficulty AIs may now act more like human players and do things you’d expect from a human player.

- New script: {Hiding} (used by certain AIs).
 On [Normal] difficulty and above, these AIs will send their Research Ships/Pyramids away to hide them from enemies. The distance and direction varies based on AI difficulty.
- Updated script: {Minelaying} (used by some AIs).
 The amount of Minelayer units built & the size of deployed minefields now varies based on AI difficulty.
- New script: {Raid}.
 [Expert] Kadeshi AIs may now use Aberrance Swarmers to sneak attack resourcing operations (Offensive&Dynamic AI strategy only)
5. Bug Fixes (& others)
- Fixed the AI delay bug in Skirmish Campaign - The Shimmering Path. The AIs in this mode now have their intended difficulty.
 The intended delay in the Shimmering Path AI script (the speed at which an AI 'thinks' and builds/sends units) is 0/2/4/8 for respectively
Expert/Hard/Standard/Easy difficulty. But due to a bug in 1.30 these values were 0/0.8/1.6/2.4. So “Easy” AI had almost 4x its intended difficulty. - Fixed an issue where some of the AI script data would not properly write into save files. This could cause the AI to react slower after re-loading from a save. - Fixed a bug where the AI treated TAI Defense Fighters, HGN Gun Turrets and KAD Defense Guns as reconnaissance units.
- All ships have correct battle scar display level now.
- Taiidan players will no longer remain alive in the match if they have only a Research Ship left.
Kushan and Taiidan Research Ship’s modules can now be properly selected and attacked.
- Fixed a bug where {Harmless} strategy AI would still attack.
- Added the build/research times to some build&research items' description.

- [HGN] Pulsar Gunship now takes up the proper amount of docking slots (3)
- [HGN] Fixed the weapon module bug on the Light Cruiser. Construction re-enabled. - [HGN] Fixed an issue where Anti-Cloak Sensors wouldn’t always detect cloaked ships.
- [VGR] Fixed an issue where the Vaygr could still build the Command Corvette in Skirmish Campaign - The Shimmering Path.
- [KAD] Lance Swarmer & Adv. Assault Swarmer no longer show non-existing LOD3.
- [KAD] Adv. Swarmer has been upscaled in size (2x)
- [KAD] Fixed an issue where the Kadeshi AI could not control Aberrance Swarmers - [KAD] Fixed an issue where the Nagual couldn't be retired.
 To fix this we had to remove the docking sequence of its drones after combat. - [KAD] Fixed an issue where the Nagual's drones would count towards the swarmer unitcap.
- [KPR] Heavy Mover will now dock properly.
- [KPR] Keepers can now be retired again.
- [TAI] Fixed an issue where Defense Fighters didn't properly shoot down missiles. - [TAI] Fixed an issue where the Shipyard couldn't construct its Hyperspace Module unless the "Show All" button was pressed.
- [TAI] Fixed an issue where the Shipyard's engine glow doesn’t display.
- [TAI] Increased the Carrier and Shipyard’s LOD (Levels of Detail) loading distance.
- [TUR] Fixed an issue where the Azrael Attacker could not attack Phase Prisms.
- [TUR] Fixed the wrong alignment of some engine glows on the Outpost.
- [KUS] Fixed the Kushan Destroyer's ion turret firing sfx (thanks to 2.3 player patch) - [KUS] Fixed the description of Kushan Gravity Well Generator & the problem that it displayed as a Sensors Array in fleet information menu.

6. Balance Adjustments
The contents below remain subject to change based on player feedback and live match results.
- The Mobile Refinery unit (or equivalent) becomes available faster for some races (HGN, KAD).
- The base PDS have been removed from units that still had them.
- Damage of fighters has been boosted.
- Movement speed and weapons range of frigates has been equalized. Capture units will move a bit faster, specialized (auxiliary) frigates a bit slower. - The speed of most missiles has been equalized (at roughly 600).

Taiidan
Received a substantial boost to their Capital Ships. They now have faster & easier

access to their larger ships, which also have increased weapons ranges.
Kadeshi
- Corvettes & Auxiliary-class units become available faster, at the expense of Frigates and Capital Ships becoming available a bit later.
- It is also longer a matter of “just” sending in waves of swarmers and sitting back as they do the work. To truly utilize the Swarmers’ potential, you will now need to send in Support Pods with them & use their ability.
- The Kadeshi’s numerous modules & sub-modules have been consolidated; production simplified & streamlined.
Hiigaran
- Capital Ships now follow the (new) Vaygr production system rule.
 Affected units (e.g. Light Cruisers) can now be built as long as the prerequisite facilities exist anywhere in the fleet (no longer needed on each individual production vessel that you want to build said units from).

See section “7. Changes to Research & Production” below for more details.


Last edited by lone_wolf; 27 Aug, 2019 @ 6:27am
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Showing 1-2 of 2 comments
lone_wolf  [developer] 26 Dec, 2018 @ 6:23am 
---Number Crunching---

**DPS – Damage per Shot**
**CD – Cooldown between two shots (Rate of Fire)**

6.1 Hiigaran
Interceptor
- DPS: 15 → 30
Flak Frigate
- Speed: 190 → 220
Torpedo Frigate
- Speed: 195 → 220
- Torpedo Range: 4500 → 4000 (Main)
- Torpedo Range: 4500 → 3000 (Cluster)
Ion Cannon Frigate
- Speed: 180 → 200
Marine Frigate
- Speed: 230 → 240
Defense Field Frigate
- Speed: 195 → 220
Light Cruiser
- Unit cap set to 1.
- Comes with pre-installed Sweeper Cannon Array (Anti-Frigate); can be swapped out for Annihilator Cannon Array (Anti-Capital Ship) later.
- Weapon Range: 8000 → 6000
- DPS (Sweeper Cannon Array): 300 → 500
Build Cost (Annihilator Cannon Array): 500RUs → 1000RUs
- Annihilator Cannon Array Speed Multiplier: 60% → 40%
Battlecruiser
- Unit cap set to 2.
6.2 Vaygr
Assault Craft
- Bullet Travel Speed: 1200 → 2200
- Weapon Range: 1200 → 1600
- DPS: 15 → 30
- Damage vs. Resourcing Units: 80% → 100%
Bomber
- DPS: 110 → 130 (Regular Bombs)
Lance Fighter
- HP: 120 → 160
- Weapon Range: 1400 → 1800
- Fire Angle: 15° → 20°
Missile Corvette
- DPS: 90 → 60
- CD: 7.3s → 4s
- Missile Lifespan (amount of time they will chase targets for): 6s → 20s
- Damage vs. Fighters: 25% → 40%
- Damage vs. Corvettes: 80% → 100%
- Damage vs. Platforms: 190% → 150%
Assault Frigate
- Speed: 195 → 220
- DPS: 95 → 60
- CD: 2.5s → 1s (Turrets)
- Accuracy vs. Corvettes: 30% → 100%
- Damage vs. Corvettes: 100% → 30%
Heavy Missile Frigate
- Speed: 180 → 200
- DPS: 3200 → 1400
- CD: 16s → 8s
- Weapon Range: 3000 → 4000
Artillery (Spear) Frigate
- Speed: 195 → 220
- Weapon Range: 6000 → 5000
Infiltrator Frigate
- Speed: 230 → 240
EW Frigate
- Speed: 195 → 220
Carrier
- Unit cap set to 4 Destroyer
HP: 80000 → 85000
Cluster Missile Platform
- DPS: 300 → 150
- Weapon Range: 4500 → 3000 Heavy Missiles (weapon)
- Max. travel speed: 220 → 660
- Acceleration/Break Time: 2s → 6s
6.3 Kadeshi
Swarmer
- DPS: 25/30 → 40/60
Lance Swarmer
- DPS: 120 → 100 (basic weapon)
Adv. Swarmer
- DPS: 30 → 15
- Accuracy vs. Corvettes: 50% → 100%
- Accuracy + Damage vs. Light Armor (without Support Pod): 100%→50% - Accuracy + Damage vs. Light Armor (with Support Pod): 100%.
Adv. Assault Swarmer
- DPS: 1200 → 780 (basic weapon)
- CD: 10s → 6s (adv. weapon)
Support Pod
- Weapon Enhancement ability: Passive → Active (toggle)
- Ability effect range: 10000 → 4000
- HP: 24000 → 16000
- Speed: 150 → 220
- CD: 4s → 1s (Micro-laser)
- Build Cost: 1250RUs → 650RUs
- Build Time: 66s → 33s
Multi-Beam Frigate
- Speed: 168 → 200
- Weapon Range: 3000 → 4000
Armed Infiltrate Pod
- Speed: 220 → 240
Defense Gun
- Movement rule changed from unlimited → One-shot movement
- Movement Speed: 30 → 125
- CD: 2.5s → 1s
- DPS: 150 → 50
- Accuracy vs. Fighters & Corvettes: 50% → 100%
- Build Cost: 750RUs → 500RUs
- Build Time: 45s → 30s
Nebula
- Docking Slots: 90 → 120 Bright Nebula
Docking Slots: 90 → 60
Fuel Pod
- HP: 7000 → 16000
- Build Cost: 500RUs → 800RUs
- Build Time: 33s → 55s
[Module] MotherShip Lv1
- Build Cost: 2000RUs → 1250RUs
- Build Time: 120s → 80s
[Module] MotherShip Lv2
- Build Cost: 1250RUs → 1200RUs
- Build Time: 80s → 60s
[Module] Energy Cannon (Super Poly. Cannon)
- Build Cost: 2000RUs → 2500RUs
- Build Time: 75s → 90s
6.4 Progenitors Partner
- DPS: 40 → 80
Guard
- Weapon Type: Single-Target → AoE (splash damage)
- Weapon Range: 5500 → 2200
- Speed: 145 → 220
Welder
- Speed: 260 → 240
Demolisher
- Weapon Range: 2500 → 4000
- Speed: 190 → 200
Arbitrator
- Speed: 230 → 220
Keeper
- Weapon Range: 2500 → 5000 (Phased Ion Cannon)
- Weapon Range: 1200 → 3000 (Pulsar PDS)
- PDS Accuracy vs. Corvettes: 16% → 25%
- Drones Attacking Range: 2500 → 3000
6.5 Taiidan
Interceptor
- DPS: 20 → 40
Assault Frigate
- Speed: 195 → 220
Support Frigate
- Speed: 250 → 240
Ion Cannon Frigate
- Speed: 180 → 200
- Weapon Range: 5000 → 4000
Defense Field Frigate
Speed: 195 → 220
Destroyer
- Build Cost: 1850RUs → 1000RUs
- Build Time: 85s → 60s
- Weapon Range: 3500/4000 → 5000
Missile Destroyer
- Build Cost: 2050RUs → 1450RUs
- Build Time: 96s → 70s
Heavy Cruiser
- Build Cost: 3700RUs → 2000RUs
- Build Time: 180s → 90s
- Weapon Range: 4000/4750 → 6000
6.6 Turanic Raiders Fighter
- DPS: 30 → 60
Azrael Attacker
- Unit cap set to 6
- The torpedo is now target-able and can be intercepted before impact
Minelayer Corvette
- Sensor Range: 3500 → 5000
Vulcan Frigate
- Speed: 200 → 220
Ion Array Frigate
- Speed: 150 → 220
- Weapon Range: 5500 → 4000
Siege Drill Frigate
- Speed: 250 → 220
Energy Jam Frigate
- Speed: 181 → 220
Attack Carrier
- Hyperspace Module Range Effect (allows nearby allied ships to HS jump): 0 → 3500
HeavyGun Cruiser
- Weapon Enhancement Module Build Cost: 500RUs → 1000RUs
- Weapon Enhancement Module Build Time: 45s → 60s
- [Module] Combat Readiness - Build Cost: 2000RUs → 1500RUs
- Combat Readiness Module Build Time: 120s → 80s
6.7 Kushan
Interceptor
- DPS: 20 → 40
Command Corvette
- Ability has changed from improving nearby friendly units’ accuracy to improving nearly friendly KUS corvettes' weapon systems.
Heavy Corvette
Damage vs. Capital Ships (without Command Corvette): 100% → 50%

Multi-Gun Corvette
- Damage vs. Corvettes: 100% → 50%
- Accuracy vs. Fighters (without Command Corvette): 0.9 → 0.5
- Accuracy vs. Fighters (with Command Corvette): 0.9 → 1.0
Assault Frigate
- Speed: 195 → 220
Ion Cannon Frigate
- Speed: 180 → 200
- Weapon Range: 5000 → 4000
Carrier
- Unit cap set to 4
Destroyer
- HP: 55000 → 65000
- Weapon Range: 3500/4000 → 5000
Torpedo Destroyer
- HP: 52000 → 60000
- Weapon Range: 6000 → 3000/5000
Heavy Cruiser
- HP: 120000 → 140000
- DPS: 350 → 800
- Weapon Range: 4000/4750 → 6000
Junior Research Ship
Corvette Module
- Build Time: 65s → 35s
Heavy Corvette Module
- Build Cost: 250RUs → 1000RUs
- Build Time: 33s → 30s

7. Changes to Research & Production
7.1 Hiigaran
Unit prerequisites
Flak Frigate
- Frigate Facility → Frigate Facility + Research Module
Torpedo Frigate (anti-frigate torpedo)
- Automatically enabled if an Adv. Research module is present anywhere in the fleet.
Ion Cannon Frigate
- Frigate Facility + Advanced Research Module → Frigate Facility + Research Module Destroyer
- Capital or Super Capital Ship Facility (on the ship) → Capital or Super Capital Ship Facility (in the fleet)
Light Cruiser
- Capital or Super Capital Ship Facility (on the ship) → Capital or Super Capital Ship
Facility (in the fleet) + Adv. Research Module (in the fleet)
Battlecruiser
- Super Capital Ship Facility (on the construction vessel) → Capital or Super Capital
Ship Facility (anywhere in the fleet)
Mobile Refinery
- Advanced Research Module → Frigate Facility

Facility & Module prerequisites
Research Module
- None → Fighter Facility
Adv. Research Module
- Frigate Facility → Frigate Facility + Research Module
Frigate Facility
- Fighter Facility & Research Module → Corvette Facility
Hyperspace module
- Frigate Facility → Research Module
Gravity Well Generator
- Capital Ship Facility → Hyperspace Module
Anti-Cloaking Sensors
- Capital Ship Facility → Adv. Research Module
Light Cruiser - Annihilator Cannon Array
- Super Capital Ship Facility

7.2 Kadeshi
Module Changes Removed:
- Frigate Facility (consolidated into Mothership Lv1 Module)
- Antimatter Missile Module, Cluster Ion Gun Module (replaced by Adv.Swarmer
Facility)
- Plasma Bomb Module (consolidated into Swarmer Facility) Added:
- Adv.Swarmer Facility (replaces Antimatter Missile Module, Cluster Ion Gun Module)
- Hyperspace Module
- Super Swarmer Module
- Permanent Cloak Generator Module

Unit prerequisites
Assault Swarmer
- Plasma Bomb Module → Swarmer Facility
Advanced Swarmer
- Cluster Ion Gun Module → Adv.Swarmer Facility
Adv. Assault Swarmer
- Antimatter Missile Module → Adv. Swarmer Facility
- Antimatter missiles are automatically used if this unit is near an active Support Pod Armed Infiltrator Pod
- Frigate Facility + Mothership Lv1 → Mothership Lv2
Nagual
- MotherShip Lv1 → Super Swarmer Module
Khar-Toba
- None → Mothership Lvl.1
Nebula
- Mothership Lv1 → Hyperspace Module
Bright Nebula
- Energy Cannon Module → Mothership Lv2 + Hyperspace Module
Defense Gun
- Support Pod → Auxiliary Control Center
Fuel Pod
- Auxiliary Control Center → Mothership Lvl.1

Facility & Module prerequisites
Mothership Lv1
Frigate Facility → Adv.Swarmer Facility
Multi-Beam Module
- Frigate Facility + Mothership Lv1 → MotherShip Lv1
Auxiliary Control Center
- Swarmer Facility + MotherShip Lv1 → Swarmer Facility
Liquid Metal Module
- MotherShip Lv1 → Adv.Swarmer Facility
Antimatter Missile Module
- Multi-Beam Module + MotherShip Lv2 → Adv.Swarmer Facility
Energy Cannon Module
- Mothership Lv2 → Mothership Lv2 + Nebula (more than 1) or Bright Nebula

Research prerequisites
• Adv. Swarmer Damage Lvl 1 prerequisites: Liquid Metal Module→Adv.Swarmer
Facility
• Adv. Swarmer Damage Lvl 2 prerequisites: Liquid Metal Module and MotherShip Lvl.1→Adv.Swarmer Facility and MotherShip Lvl.1
• Adv. Swarmer Damage Lvl 3 prerequisites: Liquid Metal Module and MotherShip
Lvl.2→Adv.Swarmer Facility and MotherShip Lvl.2
• Strike Craft Armor Lvl 1 prerequisites: Liquid Metal Module→Adv.Swarmer Facility
• Strike Craft Armor Lvl 2 prerequisites: Liquid Metal Module and Mothership Lvl 1→Adv.Swarmer Facility and Mothership Lvl 1
• Strike Craft Armor Lvl 3 prerequisites: Liquid Metal Module and Mothership Lvl
2→Adv.Swarmer Facility and Mothership Lvl 2
• Frigate & Capital Ship Damage Lvl 1 prerequisites: Frigate Facility→Mothership Lvl 1
• Frigate & Capital Ship Damage Lvl 2 prerequisites: Frigate Facility and MotherShip
Lvl.1→Multi-Beam Module and MotherShip Lvl.1
• Frigate & Capital Ship Damage Lvl 3 prerequisites: Frigate Facility and MotherShip
Lvl.2→Multi-Beam Module and MotherShip Lvl.2
• Frigate & Capital Ship Health Lvl 1 prerequisites: Frigate Facility→Mothership Lvl 1
• Frigate & Capital Ship Health Lvl 2 prerequisites: Frigate Facility and MotherShip Lvl.1→MotherShip Lvl.2
• Frigate & Capital Ship Health Lvl 3 prerequisites: Frigate Facility and MotherShip
Lvl.2→MotherShip Lvl.2

7.3 Kushan
Unit prerequisites
- Heavy Cruiser: Heavy Turret Module + Ion Cannon Module → Heavy Turret Module
Facility & Module prerequisites
- Heavy Turret Module: Capital Ship Module → Capital Ship Module + Ion Cannon Module

FX:G v1.35a
Public Beta
Last edited by lone_wolf; 26 Dec, 2018 @ 6:25am
DeerLight 22 Feb, 2019 @ 5:14am 
yeah but what is the load order
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