- Advanced CNC available in fusion age
- AI techs require fusion
- Dual mounted weapons should work as they used to (allowed in strafe mounts, better tracking properties)
- Normalized all turrets health & speed
- Fixed
- missing Disruptor Torpedo icon
- missing Advanced Drone model for all races (missing in 4.0 only)
- Removed fusion requirement for fission-era dual weapon techs:
- Disruptor cannon
- Gauss cannon
- Mass driver
- Shotgun PD
- UV lasers (pulsed & beam)
- Neutron Beams
- Strafe sections & drones no longer allow:
- dual weapons
- autocannons
- stormers
- dumbfires
- Ballistics weapons
- Most ballistic weapon techs no longer require fusion tech
- The triple barreled weapon is once again a large mount special for the ballistics heavy races
- reasoning: energy heavy races have TONs of options - but ballistics just don't (and this is just more fun!)
- Drones
- Updated the minelayer drone to use the Assault Shuttle model (no guns, just bombs, on these puppies)
- Disruptors
- Disruptor Whip is now free (Zuul only)
- Added dual disruptor cannons to tech tree
- Removed "Heavy Disruptor" -- since there is already a Heavy Disruptor Cannon
- Rearranged tech tree for these elements
- All disruptor techs are now fission age
- Dreadnoughts
- Rearranged weapons - mainly restored medium & small mounts, but left all huge mounts alone
- Drones
- NO LONGER using any of ACM's gunship, gunboat, and drone models - they were too buggy
- Emitters
- Advanced Emitters now has a tech box!
- Emitter projectors are now free with fusion + cruisers + large emitters (reused its tech box for advanced emitters - something had to give)
- Tracking Torpedos
- Require Predictive Targeting
- Mines
- Added link to nuclear mines from fusion warheads (allows you another shot to get onto the mine tech-tree)
- Sheild Bursters
- Removed from game - they were too buggy
- Smart Nanites
- Removed link from elemental nanites (now they're enabled from any nanite weapon tech, including nanite virus)
- Tech Costs
- Reduced the number of techs that are free
- Scaled the upper techs more evenly across the spectrum - increasing much of the early AM era tech costs by about 50%
- Rationale: My games have been well paced up until AM, where everything suddenly becomes cheap and there's little tech to research after AM
- My hope is that this will push back AM, and will make acquiring AM techs more of a wish-items in late game, instead of a quick stop in Fusion before shooting on to AM shortly thereafter.
- Scaled a few of the earlier techs to require 25% more research time as well (polarized plasma, light emitter, direct fire missiles, ... and a number of other early strong weapons)
- Tech Chances
- Reduced the number of techs that are guaranteed - restoring the whims of the fates
http://www.mediafire.com/file/naccf1jis ... .2.7z/file
The instructions for installing it remain the same as always - see the older thread's first entry:
http://kerberos-productions.com/forums/ ... 16&t=55175