Moved some jumpholes in Rheinland to prevent trade shortcuts
Moved some jumpholes in the Omegas to prevent trade shortcuts
Corrected cargo capacity of the Junker NPC CSVs
All factions cease to use fighters as traders, use freighters instead
Battleship Regensburg (Omega 15) sets sail for Omega 3, and ends up near Freistadt
Resized Munich. System shrunk and reworked
Moved the two remaining bases from Omega 15 to Saar. Omega 15 decommissioned
Shrunk lane to Munich in Frankfurt down a bit. No need for it to be that long
Saar rework: System has BHG presence it out with LWB and Hessians
Made all trade paths and lane IDs unique by adding their system prefix to their IDs
should make debugging a lot easier
Added some combat zones and patrol paths to Omega 5 and Omega 47. Hessians versus Sairs, with a side of BHG
Redesigned Omega 11 to tackle persistent complaints from various sides about it
Tweaked the systems around Omicron Alpha to add a heavily Outcast influenced system as a buffer between Alpha and the Taus/Gallia
Mito Shipyard moves into Chugoku. The addon base to Mito splits off and becomes a new base in Honshu. Tau-63 decommissioned
Omega-56 (Core guard system) becomes Omicron Rho and moves to the Nomad Omicrons
Omicron Zeta and Mu resized, encounters fixed
Area 42 relocated to Minnesota due to running out of connectors in Texas
Various gates in Leeds, Hudson and Bering crippled and inactive. New London and Newcastle gates link together
Completely reworked Gallia. Sanity checks and resizing done. Significant trimming of weapon platforms and base component counts
New Cambria and New Anglia deleted permanently
Merged Tottori and Tau 42. Moved one FA base to Honshu, one Hogosha base to Shikoku
Moved BS Embrun to Dundee
creates a nice Bretonia versus Gallia (with a slight side of Molly) slaughterzone for shooting capital NPCs... Or players.
Tweaked Dublin. Edited Poole so it becomes a non-guard system hooked by jumpgate to Cambridge. And a source of Sairs too
Added Xeno base to Minnesota
Tweaked the Commsat model so it has the ability to be docked at. Created a "docking ring" using this model, to simulate docking on a planet without using a docking ring (snubs only)
Reworked MBases so that all bases have the proper factions listed. Should cut back on SPEW errors
Tau 23 Beryllium field split into 2 mineable subzones
Riverside becomes a Synthfoods base
Redeployed Omega 15 as Omega 9, a system inbeween O-11 and O-5. Kills a troublesome trade shortcut
Redesigned Cassini and removed playercharacter references from the infocards. No more offplane nonsense, just a nonsense factory
Harmonised NPC difficulty levels and NPC loadouts Siriuswide. No house should be easier then the other now
Redeclared loadouts for all ships
Adjusted/fixed encounter templates
Improved pilot logic so NPCs consume bats/bots quicker
Reevaluated all station loadouts. Adjusted/created new ones where needed.
Reevaluated all weapon platform loadouts
New Player Owned Base platform weapons
Added 50 new asteroid models for larger scale roidfields.
Reorganised ship and equipment for sale at all bases.
Economy & Infocards:
Lots of economy updates by Xoria
Added new commodity infocards
Fixed various infocards in Sirius
More economy updates
Cleaned up silliness in the ID infocards
Raw Hydrocarbons added as a new mineable commodity
Added a tweak to make ship classes identify themselves properly. IE no more buying a "freighter" when buying a battleship.
Misc:
Starter ship changed to Civilian Freighter
Fixes to Pimpship to prevent lights from disappearing