Dark Nebulae

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Dark Nebulae was the most popular core played before the introduction of the Community Core in mid-2008. This core was developed from the last Microsoft core. The developer of this core was Noir.

The Community Core is based on Dark Nebulae.


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Changelogs

DN 00.04.60 - RCa (2007-03-29)

This release was not supposed to be a released on autoupdate.

Changes since 00.04.50:

  • Legend:
    • CurrentValue(OldValue)[OriginalValue] {Notes}
  • Fixes:
    • Version Description:
      • "Allow Shipyard (20+ Players) enables Gar: Upg Carrier, Sup: FigBmb, XRM/XRP, Crs/Hvy Boost; Exp: Retro Boost; Tac: SRM NG Bmb; Ph: Van, AtkDrn."
    • Supremacy:
      • Captured Mini-AC level yields equal AC level.
    • Shipyard:
      • PW Skycap 2:
        • Description: "Develops a more powerful version of the PW SkyCap 1."
      • PW Skycap 3:
        • Description: "Develops a more powerful version of the PW SkyCap 2."
    • Phoenix:
      • Damaged Miner/Constructor AI trying to dock at Trans: ICE Check Box Issue (Miners can offload)?
    • GigaCorp:
      • Garrison:
        • Lxy Scouts:
          • Ship Selection Requirements: Tech Base instead of Starbase
    • Technoflux:
      • Shipyard:
        • Flagship.3-4:
          • Hyper-Jump: disabled {can no longer mount captured Phoenix Hyper-Jump, left over when Hyper-Drive became Phoenix only Hyper-Jump}
  • Garrison:
    • Gunships: {Guardians}
      • Missiles:
        • Default: MRM Seekers(MRM QuickFires)[LRM Hunters]
      • Pack:
        • Prox Mine: disabled(enabled)[disabled] {Te: Pls Gen}
        • Caltrop: disabled(enabled)[disabled]
        • Tower AC/SC: disabled(enabled)[disabled] {Ga: Guardians}
        • Mine Pack: disabled(enabled)[disabled] {Bi, Te: Hvy Pls Gen}
  • Supremacy:
    • PW Gat Guns:
      • Spread: 0.005(0.01)[0.01] {+50% more accurate, PW Mini-Gun = 0.01}
      • Image: new
    • EW Disruptor 3: {Area of Effect disabled, see Phoenix Disruptor class armor resistance change}
      • RegDamage: 2.5(0)[2.5]
      • AreaDamage: 0(2.5)[0]
      • AreaRadius: 0(5)[0]
  • Shipyard: {mostly signature changes, Lrg Sh = 1.00, Bomber/Gunship = 2.00}
    • Lt Class:
      • Freighters:
        • Sig: 2.50(3.00)[n/a]
      • Corvettes:
        • Sig: 2.50(3.00)[n/a]
      • Attack Carriers:
        • Sig: (1.50)[n/a] {unchanged, Assault Ship = 1.00, Rix Std SR Scout = 1.20}
    • Med Class:
      • Assault Ships:
        • Sig: (1.00)[1.00] {unchanged, Attack Carriers = 1.50}
      • Assault Carriers/Drones: {Ga: Research Station}
        • Sig: (1.00)[1.00] {unchanged, Assault Ship = 1.00}
      • Destroyers:
        • Sig: 3.00(4.00)[4.00]
      • Frigates:
        • Sig: 3.00(4.00)[4.00]
      • Flagship.1 [AtFr]:
        • Sig: 3.00(4.00)[n/a]
    • Hvy Class (Drydock):
      • Devastators:
        • Sig: 3.50(4.00)[4.00]
      • Flagship.2 [AtDv]:
        • Sig: 3.50(4.00)[n/a]
      • Cruisers:
        • Sig: 4.00(6.00)[6.00]
      • Flagship.3 [AtCr]:
        • Sig: 4.00(6.00)[n/a]
      • PE LongTom:
        • Projectile: {switched to image type from model type}
          • Image: new
          • Size : 4(16)[n/a] {PW SkyCap 3 = 2}
    • Super Hvy Class:
      • Battlecruisers:
        • Sig: 4.50(6.00)[n/a]
      • Battleships:
        • Sig: 5.00(6.00)[n/a]
      • Flagship.4 [AsCr]:
        • Sig: 5.00(8.00)[n/a]
  • Bios:
    • Garrison:
      • Miners:
        • Cost: 4000(3000)[4000] {retain faster build time}
      • Carriers:
        • Enh Carrier Research: purchase(free)[purchase]
      • Gunships:
        • SmallRipTo: disabled(enabled)[disabled] {can no longer rip to Carriers}
    • Shipyard:
      • Med Class: {also updated Hvy Class research description}
        • Frigate: disabled(enabled)[n/a] {no longer necessary with quicker access to Hvy Class / Cruisers}
  • Dreg:
    • Expansion:
      • Inteceptors: {all}
        • Scale: 10.80(12)[?] {-10%}
  • GT:
  • Supremacy,Expansion,Tactical,[P]alisade:
    • Model: temporarily using [R]esearch model until doors are fixed?
      • [P]alisade:
        • [R]esearch:
          • PT Bombers:
            • ShipCost: 250(0)[0]
          • MRT Anti-Base:
            • Cost: 0(100)[?]
  • IC:
    • Global Attributes:
      • Mining Speed: 0.85(0.70)[1.00]
    • Supremacy:
      • Enh Fighter:
        • Model: Adv model {fig02ops1, better gun mounts}
  • Phoenix:
    • Update Nix Lobby Screen (00.04.60)
    • Global Attributes:
      • Station Shield: 1.25(1.30)[1.30] {now matches Ship Shield}
      • Mining Speed: 1.00(1.10)[1.0]
      • Missile Tracking 1.00(1.20)[?]
      • Armor: {vs. DM03: Dis/Killer/etc.}
        • Lt (AC15): (1.0)[1.0] {unchanged}
        • Med (AC16): 1.6(1.2)[1.6] {+25% resistance disabled}
        • Hvy (AC17): (3.0)[4.0] {+25% resistance unchanged}
        • ExtHvy (AC18): (3.0)[4.0] {+25% resistance unchanged}
        • MedAssSh(AC19): 2.4(2.5)[3.0] {+20% resistance, previously +16.67%}
      • Ship Side Thrust: 0.45(0.50)[0.50], 0.90(1.00)[1.00] {-10%, individual ship setting}
    • [T]ranceiver:
      • Cost: 15000(10000)[?]
      • Assault Bases:
        • Model: temporarily using Carrier model
      • Vanguard:
        • Side Thrust: 0.45(0.75)[?] {Gunship = 0.45, Fighter = 0.45}
        • Rear Thrust: 0.50(0.75)[?] {Gunship = 0.50, Fighter = 0.50}
        • Mini-LC: disabled(enabled)[n/a]
      • Laser Blossom:
        • DamageIndex: DM14(DM04)[?] {MRM QuickFire, MRR Lightning, now relies more on number of beams vs. Cap ships}
        • Armor Classes:
          • Lt  : 1.00(1.00)[1.00]
          • Med  : 0.85(1.00)[1.00]
          • Hvy  : 0.25(1.33)[1.33]
          • ExtHvy  : 0.25(1.00)[1.00]
          • Utl  : 0.25(0.50)[0.50]
          • Lt/Med Sh: 0.50(1.00)[1.00]
          • Lrg Sh  : 0.25(1.00)[1.00]
  • Technoflux:
    • Global Attributes:
      • PW Range: 1.00(1.10)[?]
      • EW Range: 1.20(1.30)[?]
      • PE Range: 1.20(1.40)[n/a] {noted for reference as a result of combined PW & EW Range changes}
      • PE Rate of Fire: {Te specific weapons only, Filter ID: 340}
        • ShotInterval: -20% {see weapons below}
    • Garrison:
      • Outpost:
        • Cost: 5000[4500]
      • Teleport:
        • Cost: 3000[2750]
      • Refinery:
        • Cost: 3000[2750]
      • [SR] Miners:
        • Std:
          • Energy: (1200)
          • Recharge: 15(40) {Rix Std [SR] Scout Recharge = 30}
        • Enh:
          • Energy: 1200(1500)
          • Recharge: 15(40) {Rix Std [SR] Scout Recharge = 30}
        • Adv: {Expansion}
          • Energy: 1200(1800)
          • Recharge: 15(40) {Rix Std [SR] Scout Recharge = 30}
    • Supremacy:
      • PE Gat Gun:
        • 1:
          • ShotInterval: 0.12(0.11)[n/a] {-20% rate of fire, previously -10%}
          • EnergyUsage : 5.1(4.8)[n/a] {recalced to match previous ammo/energy ratio}
        • 2:
          • ShotInterval: 0.12(0.105)[n/a] {-20% rate of fire, previously -5%}
          • EnergyUsage : 4.59(4.19)[n/a] {recalced to match previous ammo/energy ratio}
        • 3:
          • ShotInterval: 0.12(0.1)[n/a] {-20% rate of fire}
          • EnergyUsage : 4.08(3.6)[n/a] {recalced to match previous ammo/energy ratio}
      • PE AutoCan:
        • 1:
          • ShotInterval: 0.0996(0.083)[n/a] {-20% rate of fire}
          • EnergyUsage : 5.23(4.59)[n/a] {recalced to match previous ammo/energy ratio}
        • 2:
          • ShotInterval: 0.0996(0.083)[n/a] {-20% rate of fire}
          • EnergyUsage : 4.92(4.32)[n/a] {recalced to match previous ammo/energy ratio}
        • 3:
          • ShotInterval: 0.0996(0.083)[n/a] {-20% rate of fire}
          • EnergyUsage : 4.61(4.05)[n/a] {recalced to match previous ammo/energy ratio}
      • PE Mini-AC:
        • 1:
          • ShotInterval: 0.0996(0.083)[n/a] {-20% rate of fire}
          • EnergyUsage : 5.98(5.18)[n/a] {recalced to match previous ammo/energy ratio}
        • 2:
          • ShotInterval: 0.0996(0.083)[n/a] {-20% rate of fire}
          • EnergyUsage : 5.61(4.86)[n/a] {recalced to match previous ammo/energy ratio}
        • 3:
          • ShotInterval: 0.0996(0.083)[n/a] {-20% rate of fire}
          • EnergyUsage : 5.23(4.54)[n/a] {recalced to match previous ammo/energy ratio}
    • Expansion:
      • PE Mini-Gun:
        • 1:
          • ShotInterval: 0.096(0.08)[n/a] {-20% rate of fire}
          • EnergyUsage : 4.99(4.56)[n/a] {recalced to match previous ammo/energy ratio}
        • 2:
          • ShotInterval: 0.0936(0.078)[n/a] {-20% rate of fire}
          • EnergyUsage : 4.65(4.26)[n/a] {recalced to match previous ammo/energy ratio}
        • 3:
          • ShotInterval: 0.0864(0.082/bug)[n/a] {-20% rate of fire}
          • EnergyUsage : 4.21(3.86)[n/a] {recalced to match previous ammo/energy ratio}
      • PE EMP Can:
        • 1:
          • ShotInterval: 0.3(0.25)[n/a] {-20% rate of fire}
          • EnergyUsage : 11.47(10.27)[n/a] {recalced to match previous ammo/energy ratio}
        • 2:
          • ShotInterval: 0.3(0.25)[n/a] {-20% rate of fire}
          • EnergyUsage : 10.75(9.63)[n/a] {recalced to match previous ammo/energy ratio}
    • Shipyard:
      • PE SkyCap:
        • 1:
          • ShotInterval: 0.3(0.25)[n/a] {-20% rate of fire}
          • EnergyUsage : 9.27(8.63)[n/a] {recalced to match previous ammo/energy ratio}
        • 2:
          • ShotInterval: 0.3(0.25)[n/a] {-20% rate of fire}
          • EnergyUsage : 8.72(8.12)[n/a] {recalced to match previous ammo/energy ratio}
        • 3:
          • ShotInterval: 0.3(0.25)[n/a] {-20% rate of fire}
          • EnergyUsage : 8.18(7.61)[n/a] {recalced to match previous ammo/energy ratio}
      • PE SkyRip:
        • ShotInterval: 0.0804(0.067)[n/a] {-20% rate of fire}
        • EnergyUsage : 12.02(11.35)[n/a] {recalced to match previous ammo/energy ratio}
        • Belters Steal: enabled(disabled/bug)[n/a] {Filter ID: 340}