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[WIP V3] Patch Notes for UAF 0.8 / 2025

Fighter Rebalancing ( completed )
Weapon Rebalancing ( completed, in testing phase )
Ship Rebalancing ( In progress / WE'RE HERE! )
Fighter and Ship Variant Rework
Clean-Up
Minimal Stable Build

Hello,

It's been awhile since I posted this. I'm here to inform and try to keep ya'll up to speed with what I can remember from the top of my head. People who watched my streams on Twitch may already knew what's coming but this post was made to inform the rest of you who doesn't watch my live playthroughs.

NEUKO CORE

Featuring Black Sorceress the Neuko and her special Rillaru variant.

Automata Expeditionary Division is a sub-faction of the UAF. They're created in order to assist the Federation in search for answers and the key to return home. They're hive-minded androids capable of limited self-thinking and still rely on humans to perform better. In general, they're not as powerful as Persean Sector's AI cores but there's one obvious advantage they have. They're smaller in size and can be installed on humanoid body for unmatched mobility.

Unlike AI Core, they only get to enjoy up to 3 / 4 / 5 skills instead of the usual 4 / 5 / 6 by vanilla cores.

They're also capable of changing personalities via the refit screen on the Automata Specialization hullmod. Feel free to swap at anytime by pressing [ 1 ]Fearless, [ 2 ]Reckless, [ 3 ]Aggressive, [ 4 ]Steady , [ 5 ]Cautious, [ 6 ]Timid.

They're now available in three different classes!

Crown Princess (T3) - Princess (T2) - Courtesan(T1)

This is Standard / Intermediate / Advanced Automata Naval Core. A permanent skill for the Neuko Core.

It provides deployment cost discount on any ships they pilot. The skill is much stronger if they pilot Auroran ships but they still provide a weaker buff on non-Auroran ships regardless.

The following skills are only available to Neuko Core.

You will see some stats that doesn't make sense on an automated ship. It's for futureproofing reasons, just in case if you feel like wanna use that skill on a human or manned ships via modding or future features.

Aeronautics Specialization

+40% ship maneuverability / +10% top speed /0-flux speed boost is always enabled below 10% flux level.

ELITE:

+5% ship maneuverability / +5% top speed / 0-flux speed boost restriction increased to 30%

Perseverence Drive

+35/30/20/10% increase peak operating time depending on hull size. / -10% combat readiness degradation rate after peak operating time runs out / +10% maximum combat readiness

ELITE:

+4% peak CR time duration per confirmed kill, maximum of 40% / When the hull percentage falls below 50%, recovers 10/8/6/5% HP per confirmed kill based on target's hull size / -10% damage taken for 5 seconds after confirmed kill

Defense Expertise

-5% armor damage taken / -60% engines and weapon damage taken / -20% damage taken by shields / Point defense weapons won't be affected by distracting elements, also enhances target leading capability.

ELITE:

+20% hull damage taken / -40% crew lost due to hull damage taken in combat / +70% engine and weapon repair rate in combat / +30% chance to convert 50% incoming damage to soft flux dissipation / Extends point defense weapons range by 30% or 150, whichever is lower.

Experimental Optimization

-5% weapon flux generation / +40% weapon turn rate

ELITE:
Weapon flux reduced by 70% when ship flux reached 80% and above at the cost of 30% higher EMP damage taken / -35% shield flux upkeep / +20% hull damage taken

Weapon Calibration

+60% damage to fighters and missiles / +15% bonus range to hybrid and ballistic weapons / Improves missile speed and guidance, reduces effect of enemy electronic warfare.

ELITE:

+30% missile ammo reserve / +25% missile damage / +10% missile weapon ammo regeneration rate ( only for missile weapons with ammo regen )

Assault Carrier Tactics

Increases the damage dealt of fighters by 8%, this decreases by 1% for every slotted fighter bays / +15% top speed maneuverability for fighters / -20% crew casualty due to fighter losses

ELITE:
+50% fighter range or +2000, whichever is lower / +25% faster replacement timer

Support Carrier Tactics

+20% fighter weapon damage against enemy fighters and missiles /+50% fighter target leading accuracy / -30% crew casualty due to fighter losses

ELITE:

-10% damage taken by fighters / +5% carrier fighter readiness per confirmed kill

Interception Protocol

+50% weapon turret turn rate / +20% ship maneuverability / +10/10/15/20% bonus damage against respective ship classes if assigned on frigate or destroyer

+5/7% bonus damage against cruiser and capital if assigned on cruiser or capital ship / -20% maneuverability and top speed when within vicinity of friendly capital ships

ELITE:

Completely negates the mobility penalty

+10% damage to fighter and missiles

Command and Control Integration

-1/1/2/2% hull damage taken for nearby allied ships within 2000su, this stacks up for every ship nearby ( 20% maximum ) / -5% damage taken to shield for friendly ships nearby, stacks with another Neuko that have this skill ( 10% maximum )

ELITE:

+2/3% nav rating in cruiser or capital ships

Predictive Algorithms

+10% ballistic and energy weapon range / -10% weapon recoil rate / +100% target leading accuracy for auto-firing weapons

ELITE:

+10% ballistic and energy weapon range / +20% energy weapon damage when flux level is above 50% / Decreases the flux cost of weapons by 2% for every 30 seconds in combat ( Maximum 20% )

Electronic Warfare Suite

+1/1/2/3 ECM rating depending on ship size / x5 combat objective capture speed from longer range ( 1000su)

ELITE:

+10% flux capacity / 30% faster active vent rate / -50% EMP damage taken

Alternative Plan

+150/350/550/750 hull armor rating / +15% total hull rating / -15% shield damage-to-flux ratio / -15% maneuverability and top speed

ELITE:

Reduces the penalty on shield damage-to-flux ratio, maneuverability and top speed by 5%

November Adaptation Module

Overload duration is decreased by 2% ( maximum of 20% ) for every Auroran ship within 2000su.

ELITE:

Amplifies the 'Alternative Plan' skill by 20% without increasing the penalty / If Alternative Plan skill is present, increases the maximum cap to 40% and overload reduction modifier up to 4% per ship

Reserve Logistics

-20% daily supply consumption / -20% fuel consumption / +5% cargo and fuel capacity

ELITE:

10% chance to not consume 50% of supplies when deployed in combat / +30% increased combat readiness recovery and repair rates

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PLANETARY SYSTEMS AND LOCATIONS

In order to prepare ourselves for the upcoming lore drops, we have to change the entire systems. UAF's economical and influence have been severely nerfed in the process. The only reason why they have overpowered economy and colony levels because we're relatively new to modding back then and try to learn things as we go. This is no longer necessary.

Stjarna system have been removed completely and their contents relocated to the remaining systems. This is necessary in order to keep things tidy and our systems relatively small in size but filled with contents. It's also to futureproof the mod so that we don't take much space in the sector, to provide upcoming mods some room just in case if they wanna be in the middle of bum-no-where.. hehe.

So what are my future plans? Currently, I think of Caeli as the 'beginner area'. Places for the newcomers to level their reputation and contacts up before unlocking and moving onto Aoi Ayama system. Please note that we're forced to cut the patch in half. So most of the planned story contents will be delayed in favour of finalizing the combat layer stuff.

This won't stop us from at least putting down something that will help the players settle down in the Auroran space however. This is subject to change and to be added later.

Special thanks to Haplogynae for providing us her musical services! Each systems will now have unique background music whenever you're in their space!

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CHARACTER INTERACTIONS AND BONUS CONTENTS

Lieutenant Commander Mei Yu

Mayu and I are happy to know that most of you enjoyed the interactions and usefulness of the totally-not-part-of-the-red-flag-gang character. We acknowledged the feedback regarding the initial interactions and decided to rewrite and rework the whole thing again. This time, less clicking and more shorter while providing more information and tid bits here and there.

Mei Yu is a stalker-like character. She got her eyes on you as soon as you landed on Favonius but for what reason? Who knows... but what we do know is that she's got connection to some contacts that might prove useful to your cause.

This have been a thing long coming but all black ships have been nerfed and given the vanilla 'automated' ship by default. However, you can still convert them to be manned by human crew and captain instead if you wish so. All you need to do is to bring them to Mei Yu in the new Nova Drive Yards station in Aoi System and use your confectionary points. This only works with UAF black ships and does not extend to vanilla or modiverse ships.

You can also use the C.Coin to remove S / D-MOD from your ships too. The cost may vary depending on your hull sizes. We have this feature in order to provide you, the player - the free dom to pick any skills with ease without being always forced to choose logistic skill path.... at least that's what I think.

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WEAPON AND SHIP DESCRIPTIONS

As previously mentioned, we're finalizing the weapons and ships of the Auroran Federation. This first step allowed us to finally put down fixed lore into the mod. Special thanks to Lunarlanceralia for helping me out on this one. Here are several samples of what we've finished.

The Battle of Aurora provided many lessons for the Federation Navy. While it was won on the backs of the Nakiha frigates and Exoria carriers, the Exoria proved to be woefully ill-equipped for withstanding the firepower of capital ship, meaning Auroran defense fleets had a very real possibility of having their air power crippled if the enemy focused the hapless carrier. With a need for a carrier that could support the Solvernia in the main battle line, the Royal November Fleet set out to design the Zepporia-II fleet battle carrier.

The Zepporia was built with the focus of holding her ground. She is even capable of maintaining a virtually constant air presence, as her streamlined launch and recovery systems allow for swift re-arming times. Her pilots are some of the best the Federation has to offer, trained in evasive maneuvers ensuring a high survival rate. It is not uncommon for Zepporias to be home to multiple fighter ace squadrons. But the true testament to her might is actually her survivability. Boasting armor similar to a Reisen, and protected by Reflecta-II armor plates, the Zepporia is capable of going toe-to-toe even with proper battleships.

This focus on defense has had a crippling effect on her mobility: She is slower than even the Reisen battleships. However, once she’s entrenched, she is virtually unmovable, earning her place as the Shield of Aurora, in orbit over the UAFs new home.

There are no Auroran military personnel who do not believe the Nakiha is an exceptional design. Entering its fourth generation, Nakiha-class frigates form the backbone of the Auroran naval forces, largely because of its capability to perform multiple roles, whether that be screening for larger ships, or forming fast response patrols. Some brave captains have even destroyed much larger capital ships by taking advantage of its maneuverability and torpedo armaments.


Its ability to enter and leave, or even land and take off from within a planet’s atmosphere without assistance from mass driver runways has also played into the ship’s longevity in the Auroran Navy. This functionality played a crucial role during the Battle for Aurora, in which they were simultaneously deployed in conflicts from high orbit to stratosphere and every altitude in between. This nimble and versatile warship should never be underestimated by its foe, as it may hold a couple of reserve surprises specifically for the oblivious.

After the Battle of Aurora, it became clear that the Exorias, while ideal for patrols and pursuing pirate raiders, proved to be too slow to keep up with their escorts.When the Battle for Aurora broke out, its opening moments were nearly disastrous for the Auroran Navy, as the Nakihas arrived with little air cover, only holding on thanks to their superior maneuverability and speed. With the need for a carrier to be able to keep up with these frigates, the United Auroran Federation designed the Minoria.

Based on the Nakiha hull, using lessons learned from the Exoria fast-carriers, the Minoria has been a powerful addition to the Auroran fleet. In order to carry the systems and hangars required to service aircraft, virtually all armaments on the original hull were removed, save for a few point defense systems. However, what she lacks in firepower, she gains in flexibility, being able to field virtually any of Aurora’s feared strike craft, ranging from the blistering fast Revere interceptors, to the powerful Exoscar torpedo bombers, or even the favorite among carrier captains, the Super Aria multi-role fighters.

Like both the Exoria and the Nakiha, the Minoria retains her predecessors’ ability to launch from within the planet’s atmosphere. With her small size, planet side landing zones for these escort carriers were now feasible. When New Aurora was established within the Persean Sector, regions were allotted for the stationing Minorias and Nakihas, allowing a swift reaction force for any potential aggressors.

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HULLMODS

Only one is allowed at a time and they currently do not work with Expanded Deck Crew and Recovery Shuttles hullmod.

Reserve Wing Operation

Refreshes your carrier readiness level once by bringing it up to 100% instantly upon reaching 30% threshold. S-MOD Bonus will allow you to activate it twice after 300 seconds cool down.

Super Heavy / Light Wing Operation

Targets all wings above and below 20 OP threshold respectively. If you put wings that aren't highlighted by the hullmods, they'll be nerfed while providing bonuses to supported wings. S-MOD will negate the specialization completely and allows you to use the bonuses on wings that are formerly black listed.

Squadron Suite

A hullmod exclusively available to certain destroyer leaders only, at least for now. Installing on these following ships will provide certain area of effect buffs;

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FIGHTERS AND SHIPS

Nekonyan MIX (FE) - Hyper Aria (YM) - Forlorn HB ( TP) - Taufan (NXP) / ACES

According to my observation on public reception to the Hyper Aria. You guys liked the idea of having an elite fighter wing. So why not introduce more of them right? Each of them are unique and only available after completing a mini quest dedicated for them.

(FE) - Multirole strike fighter armed with a cluster anti-armor guided missile.

(YM) - Air Superiority fighter armed with linked autocannons and anti-air missiles.

(TP) - Tactical heavy fighter dedicated against ships but still useful for clearing the airspace.

(NXP) - Experimental strike fighter with two nuclear and standard anti-air missiles.

Menascar II (N) / WMD BOMBER

This is the replacement for the former Taufan. It's obvious that Taufan are utterly overpowered due to various reasons. I decided to introduce two new gunship-sized fighter wings to address that issue. This one is the first of the two. A sole, fast and tanky bomber that carries up to 2 nuclear torpedoes. She'll also have up to 4 flare launchers for a flashy escape.

Hyacinth II (N) / WMD BOMBER

So, you think the Menascar II isn't enough for you? No problem, this bomber have been modified to carry up to 4 armored nuclear bombs. Perfect for a bombing run against slow or static targets. Unlike the former, this one is armored, slow and flies like a brick but if you bring her along in a bomber formation. You'll get some bombs through with a nasty surprise for sure!

Hyacinth - Sakurai - Hibiscus (M) / ANTI-ARMOR CARPET BOMBER

I'm sure these bombers require no introduction. They rely on carpet bombing tactic by dropping unguided armored bombs and saturate the battlefield.

Petunia - Alcea - Rosea (SP) / ANTI-SHIELD GLIDE BOMBER

These black painted bombers are brand new and used by the Automata forces. They carry EMP energy bombs that slowly glide towards the enemy. However, they're very poorly guided and rely more on the bomber's momentum to fly them in. The bombers will also drop them much earlier than the (M) series.

Puterisaya - Puterakamu (SP) / GUNSHIP

Puterisaya is an advanced gunship made for harassing enemy fighters and smaller ships. She lost her nuclear anti-air missile in return for more energy weapon mounts and guided anti-air missiles. Puterakamu on the hand, is a heavy torpedo bomber. She was never intended to carry Amazoch torpedoes - instead, she was given up to 4 cluster kinetic MIRV and Clemente anti-ship missiles.

Menascar - Neoscar (M) / GUNSHIP

My favorites! There are slight changes on these beautiful gunships. There's nothing new on the torpedo bomber but Neoscar will be more potent against swarms of missiles and fighters. All thanks to her quad side-and-vertically mounted gatling CIWS turrets. She is also given her own unique anti-ship turret that replaces the gatling turret top-side along with a 40mm kinetic turret as a complimentary addition.

Pengawas (M) / GUNSHIP

I'll be honest with you, I rarely used this thing as it doesn't feel right to me. So, I redesigned her to match the feeling of that one gunship I saw in the Yukikaze anime. She is now armed with a flak cannon turret and side mounted gatling CIWS on the wings. Furthermore, she was given both standard and nuclear anti-air missiles too! Now hopefully, you can depend more of her for protecting your airspace!

Exoscar (SP / (M) / TORPEDO BOMBER

My personal favorite, I really love the way they quickly dive in to drop their payload and escape by drifting away at high speed. The (SP) receives energy torpedoes that deals slightly lesser damage while the (M) stays the same.

Parang (M) / Keris (SP)

Fisoyuz and Minersky have been replaced by them. Parang carries high explosive rockets while Keris gets kinetic rockets.

Veronica (SP) - Noversky (M) / HEAVY FIGHTER

Both November and Automata favors different tactics and doctrines for their ships and fighters. Veronica is a new heavy fighter, inspired by real life P-61 Black Widow. Just like the real plane, she is also armed with a 360' dual energy cannon turret and an array of heavy autocannons at the front. Meanwhile, the Noversky gets heavier cannons and twin kinetic launchers on the wings for anti-ship purposes.

Naga - Nekonyan - Reverie (SP) / FIGHTER

Forlorn - Super Aria - Aria (M) / FIGHTER

I've re-arranged and would like to re-introduce them as standard issue fighters for both November and Automata forces. The November prefers traditional firepower while the Automata enjoys multi-purpose energy autocannons. They're also divided into three tiers of fighters.

Note that these are likely subject to change.

TIER 3 - 3 fighters / Cannons and Missiles / Air Superiority type / 20 OP+

TIER 2 - 4 fighters / Cannons, Rockets and Missiles / Multirole type / 10 OP+

TIER 1 - 5 fighters / Cannons / Escort type / 5 OP+

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SHIP WEAPONS ( BALLISTIC / HYBRID / ENERGY )

To be honest, I wasn't really planning to resprite my weapons at all. I shivered and frightened by the thoughts of reworking them all. I have a couple friends in my discord that had fun poking and teasing me about when will I yield to their expectations. Alas, I gave up and decided to work on every single one of them.

Special thanks to Zyrithithrall for sacrificing what's left of his brain cells to do the maths for me. This wouldn't be possible without him. Nia Tahl also took part in balancing the weapons about a year or two ago and there are still remnants of his works in here. Oh that goes without saying, full credit goes to him for granting us independent codes for visual effects.

Kaysaar and Mayu as well for converting Nia's codes from Kotlin to Java. You have no idea just how hard it was to do that as it took months to do so.

There are many notable things regarding the latest and perhaps, last changes to our weaponry;

Unfortunately not all weapons receive classifications as the names will be too long to display in-game. There are at least three distinctive weapon sub-classes, each with their own advantages and whatnot. ( subject to change )

Why did I have so many weapons? Honestly, I just like playing dress-ups with my ships. It doesn't feel right when the colors or playstyle don't match with each other.

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Project Lynx (MP) / SUPER FRIGATE

The other crown jewel of the update ( Novaeria is the main focus of the update ). Why isn't this among the fighters up there? It's pilotable by YOU!

Ever feel the urge to become an Ace Combat / Project Wingman / Macross anime protagonist? Fear not, we heed your call and have finalized the heck outta this special project thanks to Mayu and Vermy! There are many unlockable secrets in this ship and you have to earn it via a chain of quests from Nia Aurora, the beginner character. Look forward to it because I sincerely enjoyed playing this spacecraft.

Seiichi Kai (M) - Vachasya (SP) - Project Super Nakiha (MP) / DESTROYER

These three out of four ships will be given the new sub-designation of 'Destroyer Leader'. They will provide respective buffs to their smaller sister ships if you have 'Squadron Suite' installed on them. The new destroyers are added to the faction as the playerbase requested something smaller for their early-game experience. Oh, and there's something special about Super Nakiha now. I won't spoil you of course.

Moraffia - Moraffia II (MP) / DESTROYER

This is the fourth destroyer leader ship with a special scientific exploration variant. They're lightly armed compared to the other ships but they're armed with new drone wings for both offensive and defensive purposes. They will also buff all Minoria classes if Squadron Suite hullmod is installed.

Seniraja - Seniraja (M) / HEAVY CRUISER

Typically known as the forgotten cruiser of the mod, it doesn't really pack a punch against other ships of its own class... but no more. Not only does she have an extra large mount in the center, she is also armored and have their weapons protected ala casemate style. Did I mention they will also receive extra armor as well?

Shinoria (M) / AIRCRAFT CARRYING CRUISER

The Shinoria (M) is now a missile focused armored battlecarrier that carries a single fighter wing. On the left, there's a new large composite mount while there's an extended hull with two small and medium missile mounts.

Sentry (M) - Sentry (CY/MP) / ARTILLERY CRUISER

In order to differentiate between the two. White Sentry receives 1 Tona IV and 4 Sakura VLMS while the Black Sentry gets 2 Tona IV and 2 Sakura VLMS. That way both versions will remain relevant and good at their respective roles! They're only exclusive on Keycard Shop.

Nebula Bravo - Junyo Delta - Miyo Juliet - Supolev Alpha / CARGO FREIGHTER

KOKIA Enterprise's armored combat logistic ship line up. Now with fresh paint schemes and their own unique identity. Nebula Bravo will be a Keycard Shop exclusive as it carries large amount of fuel and cargo together.

Neoyselif Romeo (M) / XL-FREIGHTER

A new XL-class freighter have entered the scene. An armored behemoth with nasty broadside capability. This is a special unlockable reward ship after completing Alexandra Yamato's arc.

Roria Esvernia (SP) / BATTLESHIP

A fan favorite, so I heard. I've reworked the ship completely and finally implemented what it intended to have. She is now an armored siege ship armed to the teeth at the cost of losing the maneuvering jets ship system. Instead, she'll be given the new 'Fortress Protocol' ship system that'll lock and slow down the ship in return for higher survivability performance in combat.

Black Sorceress (SP) / BATTLESHIP

This is a secret modification based on Aeria Charlotte (YRN) but made specifically for Automata forces. They know something's up and getting ready for the upcoming struggle for survival.

Nonayen (YRN) / BATTLECRUISER

A secret battlecruiser armed with spinal mounted positron shock cannon. I won't say anything further, it's a secret ship you know? Hehe.

Neuxoria II (SP) / CARRIER

Updated to look more like the one I made in a different game called Avorion. She also gets two new small mounts at the front.

Mooparia (YRN) / CARRIER

Formerly known as Milkydromeda. This is the final aircraft carrier to be introduced into the United Aurora Federation in the same manner as the Roria Esvernia. This carrier is unlike the other because it carries up to 8 ~ 10 fighter wings divided by two. One will be directly under control by the ship itself while the other's on a secondary air traffic control tower ( vulnerable module located to the west of the ship ).

What's the catch? Well, you have no control over weapon installations on the ship. You'll be stuck with whatever built-ins I put on the ship. That means you'll have to rely completely on either escort ships or your own fighter wings for protection.

It's highly likely that it'll come with its own unique commander. One with unique skill like Solvernia that provides discount for deployment cost if you let him pilot the ship.

Who is he you may ask? Just like Solvernia, whose name is actually my original coder's in-game name from an MMO game we played about a decade ago. He is my good old friend from Australia that believed in my hopes and dreams for the mod back in the day. This is my way of honoring our friendship and for believing in me.

Constelyria (SBR) / CARRIER

A salvaged Zepporia turned into a formidable battlecarrier. Armed with a spinal mounted Garuda 808 positron shock cannon and can carry up to 5 fighter wings. A special collaboration betweeen United Aurora Federation and San Batavia Republic made by Whiskey Project and her team! This is only exclusively available in the keycard shop at the moment. We shall see if we can come up with a curated bounty mission for you guys to hunt and fight against later.

Novaeria II (SP) / SUPER CAPITAL FLAGSHIP

Behold, the Novaeria!

A mobile base for the Automata, armed with experimental Garuda 808 positron shock cannon turrets and much more. She'll carry up to 8 fighter wings but split between the main module and the hangars. The Novaeria is also capable of keeping you up to date with her built-in interstellar relay system. Her modules are also equipped with their own respective ship systems, just like Eyeseau. Her commanding presence on the battlefield will surely influence the tide of battle!

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That's basically most of the things we've developed into the mod so far. We will keep you guys up to date in the future. We have recently discovered a game-breaking bug and currently trying to solve this issue. This prevents us from releasing the patch for now.

Thank you for your patronage and believing in us.

Sincerely,

CY / Milkydromeda

P.S - Might re-use this post as a patch note for the inevitable release day.

[WIP V3] Patch Notes for UAF 0.8 / 2025

Comments

Hell yeah! Los geht's! Can't wait for the update to drop

Stefanus Loloan Pieter Hutabarat

Just wanted to leave a comment to say how excited i am for the update. This mod is the only reason i keep coming back to play starsector. I tried other factions and modded factions, but nothing even comes close to the enjoyment i have when i play with the UAF or even just their ships. You guys do amazing work!

idk

So, october 1st release date? O_O please? Pretty please?

Goblin Slayer

All black ships will have vanilla '"automated". So that means we'll only be able to field 1 or 2 ships? Without using console commands, you'll not only gonna need to spend a lot for a ship but also spend other currency just to be able to field/pilot a ship you want. I personally use F-TAPS mod just so I could field the fun AI ships else they'll just sit in storage. So I'm not really a fan of this change.

xAvitaLT

Honestly, I don't mind the taufan being kinda OP, cuz even having a carrier with 4 squads of the bad boys, I still get my teeth kicked in by the threat. Maybe I'm just not doing it right, but eh. It's your mod at the end of the day, and I can't wait till the update is fully out.

Chrismmar

You wrote that Caeli is supposed to be the starter system, yet all the starting resources are in the Aoi system: - Vermilion Station - Free Storage (Abandoned Platform) - Early Game Enemies (Pirates / Ludic Path) The Caeli system has mid game stuff: - Gate - Confectionery Coin Market Yet Aoi has the Ayama subsystem that seems like an interesting early colony option. Especially since until now the Hyperspace clear code made it so that it was very rare for any good colony system to be close to the UAF.

mllhild


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