Full version for Rebellion Version 1.98. This version features expanded neutral factions, and numerous fixes, including resolution of known crashes.
Hello to the five people still playing the mod after all these years!
Wouldn't you know it, I went on a binge playing Sins mods, and, while grinding my teeth over the seemingly ever present, and sometimes horrifyingly frequent CTD's that naturally don't come with an error message, not to mention some... shall we say, suboptimal abilities, I started bug hunting other peoples mods... Naturally, I first discovered a crash involving strike craft targeted abilities(not too many of those in SOA2) and then I went on a termination tear, correcting various abilities that had similar, but not necessarily crash causing flaws. From there I found strange new crashes, and discovered that, like Vulcans, the engine has become disturbingly illogical in recent years, and so began to seek out new methods of not crashing the game with abilities that used to work just fine ten years ago.
Oh, and then I figured out that planets are just completely broken and all kinds of issues are a result of them flat not behaving. Especially when it comes to minor factions. So I fixed all the problems caused by failing trigger conditions, filters, and finish conditions...
I said I'd done the last update to the mod barring bug fixes, and what do you know, I fixed all the bugs!
X1 remains the undisputed king of sheer insanity after all these years, but I've substantially increased the level of insanity in some other areas this time around. If you're a fellow modder wanting to check the bug fixes out, I recommend a file compare against the last version, lots of monitors, and a nice black tea. Or a stiletto for your eyes. Probably the stiletto...
Changes:
Neutral factions have expanded functions
- Defensive structures and fleets expand over time
- Casualties replace themselves over time
- Raiding fleets will attack adjacent planets
- Various ships have been given bombing capability to prevent raids from piling up at colonized worlds endlessly
- Neutral starbases have a resupply upgrade to improve their usefulness as defensive structures
Minor factions have been given 40% bombing damage reduction to increase their survivability
Fixes:
Minor factions would occasionally fail to respawn structures and result in empty wells, solved by spawning in a constructor when none are present
Ship graveyards will no longer occasionally warp out derelict ships, littering adjacent wells with uncapturable ships
As mentioned above, numerous methods to crash the game have been resolved, both ones that were my fault, and ones that are a product of the engine and couldn't be resolved by simply correcting errors but required a rewrite to work around the flaws in execution, resulting in a complete lack of crashes during testing.