Version 4.10.3 - 2020-11-30 Changed Tourist Commander description clarifies the behaviour of Sub Commanders Fixed Storage Commander appearing as locked and unlocked after being unlocked
Version 4.11.0 - 2020-12-24 Added 65 new tech cards to discover in your wars Changed Mod now named Galactic War Overhaul Fixed Errors and inconsistencies in base game tech cards Combat Commander Tech Card has the same chance of appearing in a medium size galaxy as any other size Orbital Combat Tech Card has the same chance of appearing in a medium size galaxy as any other size Economy Fabrication Tech Inconsistent chance of appearing across different galaxy sizes Intelligence Fabrication Tech Card has the same chance of appearing in an epic or larger size galaxy as smaller sizes Orbital Fabrication Tech Card has the same chance of appearing in an epic or larger size galaxy as smaller sizes Storage Compression Tech Card has the same chance of appearing in a medium size galaxy as any other size Efficiency Tech Card has the same chance of appearing in a medium size galaxy as any other size Bot Combat Tech Correctly offered when player using the Bot Commander loadout Bot Ammunition Tech Correctly offered when player using the Bot Commander loadout Bot Engine Tech Correctly offered when player using the Bot Commander loadout Bot Fabrication Tech Correctly offered when player using the Bot Commander loadout Bot Armor Tech Correctly offered when player using the Bot Commander loadout Vehicle Combat Tech Correctly offered when player using the Vehicle Commander loadout Vehicle Ammunition Tech Correctly offered when player using the Vehicle Commander loadout Vehicle Engine Tech Correctly offered when player using the Vehicle Commander loadout Vehicle Fabrication Tech Correctly offered when player using the Vehicle Commander loadout Vehicle Armor Tech Correctly offered when player using the Vehicle Commander loadout Bot Anti-Air Tech breaking acquire buttons on new tech display or failing to be added to your inventory successfully
I'm aiming for one per unit, to improve variability in each GW run. I have identified a total of 109 units that I might add cards for, so if inspiration strikes it may get that high. Another idea I've considered are cards which take stuff away from the enemy.
Single Laser Defense Tower Upgrade Tech shorten the firing range of the tower, it's more like a downgrade I think
Yeah, that one I might change. Currently it's pretty specialised, good for the top of ramps maybe, or the loadout that lets you move turrets.
Version 4.12.0 - 2021-01-01 Changed Spacing on intelligence tables Single Laser Defense Tower Upgrade Tech card has a new effect Fixed Broken tooltips on three of the new tech cards CSS classes
Version 4.12.1 - 2021-01-04 Changed The player's name is displayed on the player list in place of "Player" Fixed Omega Upgrade Tech card never being dealt Squall Upgrade Tech card never being dealt Typhoon Upgrade Tech card never being dealt Advanced Laser Defense Tower Upgrade Tech card never being dealt
Version 4.13.0 - 2021-01-05 Added Information panel detailing the current war's settings Changed Vertical padding added to intelligence data Fixed Align table data to colon where wrapping has occurred
Nomad Commander needs some fixes. I'm not sure if the Orbital structures are supposed to move or not but they don't. But what was most important is that the Single Turret upgrade that gives the turret a reclamation upgrade breaks the movement and it will no longer have the ability to move.
Also the structures aren't able to enter the water, and they should be able to. It prevents you from building things on water.
One more thing, Can you make a Upgrade Card that modifies the Orbital Fabber and allows it to build all structures instead of just orbital and extractors.
Version 4.13.2 - 2021-01-10 Fixed Custom difficulty recognised by the Galactic War Overhaul information panel Nomad Commander's orbital structures can now move Nomad Commander's structures now hover Single Laser Defense Tower Upgrade will work correctly with the Nomad Commander loadout
Noice, Also I love the rapid updates upon reporting a bug, and now I can resume my save game. Oh, are orbitals able to move between worlds?
One more thing, I wasn't sure if I should point this out cause I didn't know if it really mattered at the time, cause I thought it was a intended balance effect. But when you build a structure with the Nomad Commander, that structure technically still exists and prevents you from building a new structure where it was. Dox Lobbers can't be moved, I think it may be because they are a Fabrication Building possibly?