Aether Gate Disruption
(this update contains spoilers for the Raiders)
For v2.2, when a fleet passes through an Aether Gate in either direction, the gate is disrupted for a number of seconds equal to the tonnage of military ships in the fleet plus 10% of the tonnage of commercial ships in the fleet. While the gate is disrupted, no ships may transit.
Currently, Raiders who have decided to flee a system will head for the gate, unless that option is too dangerous. In v2.2, if they would reach the gate before it was available, they will take other action instead, such as simply running away from hostile ships in an appropriate direction.
This change is to prevent Raiders quickly popping in and out of gates, but also to add some more variability to Raider behaviour.
Designated Targets
A new checkbox entitled ‘Designate as Target’ has been added to the Miscellaneous tab under the Ship Overview tab on the Naval Organization window.
A ship with this checkbox checked will be automatically detected as an active sensor contact by the parent race. This will cause the creation of an ‘alien race’ based on the parent race, with all the associated classes, ships, etc.
Because the ship has an associated contact, it can be targeted and attacked by ships of the same race, allowing it to be used for target practice.
Designated targets remain completely under the control of the parent race and can be given orders or setup to defend themselves. If multiple ships are designated as targets, they can fight each other in fleet exercises. This will allow experimentation with different weapon systems in a ‘realistic’ engagement.
Ground Combat Research Costs
The following changes have been made to ground forces research costs. For each item, the current RP cost is shown after the name.
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Troop Transport Bays (4000) are a starting tech for TN campaigns. For conventional starts they require 1000 RP
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Troop Transport Boarding Bay (6000) is 2500 RP
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Troop Transport Drop Bay (8000) is 2500 RP
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Geosurvey, Construction and Xenoarchaeology Equipment (5000) all reduced to 2500 RP
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Fighter Autocannon, Bombardment and Air-to-Air Pods (5000) all reduced to 2500 RP
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All ground unit capabilities (5000), such as Boarding, Desert, High-Gravity, etc. all reduced to 2500 RP
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Heavy Vehicle (5000) is 2500 RP
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Super-Heavy Vehicle (10,000) is 5000 RP
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Ultra-Heavy Vehicle (20,000) is 10,000 RP
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Heavy Vehicle Armour (5000) is 2500 RP
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Super-Heavy Vehicle Armour (10,000) is 5000 RP
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Ultra-Heavy Vehicle Armour (20,000) is 10,000 RP
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Heavy Static Armour (6000) is 2500 RP
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Powered Infantry Armour (2000) is 1250 RP
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Heavy Powered Infantry Armour (4000) is 2500 RP
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Heavy Anti-Vehicle Weapon (5000) is 2500 RP
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Super-Heavy Anti-Vehicle Weapon (10,000) is 5000 RP
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Heavy Bombardment Weapon (6000) is 2500 RP
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Long-range Bombardment Weapon (6000) is 2500 RP
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Super-Heavy Bombardment Weapon (10,000) is 5000 RP
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Heavy Anti-Air Weapon (6000) is 2500 RP
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Heavy Autocannon (8000) is 2500 RP
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Heavy Crew-Served Anti-Personnel (4000) is 2500 RP