MS core

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The Microsoft Core was the only core available at the release of Allegiance. There was a Free Zone version - which contained the factions GigaCorp, Iron Coaltion and BIOS - and an Allegiance Zone version, where you could play the bonus factions Belters and Rixian Unity. After the Allegiance 1.25 release, all factions were playable on Free Zone (see history).

The Allegiance Cores
About: Cores · Specialty cores · Development · Core editor
On AU: BSG · CC · DN · EoR · GoD II · PC · RPS · Tcore · XC PC
Not on AU: Alleg+ · EA · GoD · MS 1.xx · Race · SOC · SW · WC · ZC

Changelog

Version 1.25 (2001-06-16)

  • Rixian PW Lancer 3 must now be researched.
  • Carriers no longer have to be researched: they can be built as soon as you complete a shipyard.
  • Teleport probes 1 & 2 have a one in six chance of self-destructing immediately after being used. On average, about 4 ships will be able to use a teleport probe before it self-destructs.
  • Chaff is roughly 50% more effective. Don't leave home without it.
  • Turret weapons (AC & PW) do roughly 15% more damage to interceptors and bombers.
  • Enhanced fighters take 15% less time to ripcord.
  • Advanced fighters take 30% less time to ripcord.
  • The energy cost to ripcord any type of fighter to a ship has been increased 40%.
  • Non-Rixian gunships can mount small and medium missiles; Rixian gunships give the pilot a pair of PW turret ACs to play with.
  • Bios changes:
    • Maximum speeds are reduced 10%.
    • Troop Transport and Heavy Troop Transport have 50% less cloaked endurance.
  • Rixian PW Lancers consume 50% more ammo.
  • Gigacorp changes:
    • Luxury fighter can now drop mines and probes like the patroller.
    • Luxury stealth fighter can use small or medium shields & carries 33% more missiles.
    • Luxury interceptor scan range is increased 50%, signature is reduced 25%, and booster fuel capacity increased by 100%.
    • Uranium mine signature reduced by 50%, income increased by 20% and shield strength increased by 100%.
    • Carbon mine signature reduced by 70% and income increased by 20%.
    • Silicon mine signture reduced by 50%, price increased by 33%, and income increased by 100%.
  • Belters:
    • Ship turn rates have been increased by 5%.
    • Ship armor has been increased by 5%.
  • Iron League:
    • Ship armor is reduced by 5%.

Version 1.24 (2000-09-31)

  • no balance changes

Version 1.23 (2000-07-03)

  • Iron Coalition troop transport & heavy troop transport can no longer use the heavy cloak.
  • Bios troop transport & heavy troop transport can use the heavy cloak (oops).
  • Rix scout signature reduced 10%.
  • Rix advanced scout signature reduced 20%.

Version 1.22 (2000-06-26)

  • All teleport receivers are 25% less expensive.
  • All refineries are 50% more expensive.
  • Minefields and Drone Autocannons do 2 to 3 times as much damage to capital ships.
  • All LRM killer missiles do 25% less damage. LRM killer swarms are unchanged.
  • Iron Coalition can build the rescue pods at the start of the game, they do not have to be researched.
  • The Rix combat, hv combat, station & hv station pods have changed as follows:
    • They will only shoot at the dropping ship's target at the time the pod is dropped. They will ignore all other targets.
    • They take longer to start shooting after being dropped: 5 seconds vs. 3 seconds.
    • They do almost twice as much damage per shot and have half as much ammo (so that they can do 80% of their old damage in 5 seconds instead of 10).
  • Rix combat pods have a shorter lifespan (20 seconds instead of 30). Their accuracy has been reduced.
  • Rix hv combat pods take 1 second longer to reload and do 25% less damage. Their accuracy has been reduced.
  • Rix fighters, enhanced fighters & advanced fighters are 10% faster and have 20% more thrust.
  • Rix hulls are about 10% stronger.
  • Rix can now research the skyripper.
  • Rix can now research a lancer 2 and 3.

Version 1.21 (2000-06-19)

  • Teleport receivers reduced in cost by 25%.
  • Refineries increased in cost by 50%.
  • Assault ship is now researched at shipyard 2 and gains the "relay lead indicator" ability. If a friendly assault ship can, personally, see your target, then you get a lead indicator.
  • Assault ship armor has been reduced by 25%, speed has been reduced to 100 mps.
  • Every faction can purchase up to 4 carrier drones. These drones will go where they are told to go and will never run. Players in small craft can land at a carrier drone to get repaired, refueled, and rearmed. Missiles and other expendables will be replaced, and more advanced parts will be installed (if available). The player's hull will not be upgraded. Basic attributes:
    • Researched for $10k at shipyard 1, purchased for $6k.
    • Speed 100 mps, signature 100%, 7000 armor, no shield.
    • It has the relay lead indicator ability.
  • LRM hunters, MRM seekers & SRM dumbfires missiles do 25% to 100% more damage to shields, interceptors and heavier targets.
  • The signature penalty for carrying a mounted LRM hunter has been increased to 100% (from 75%).
  • LRM killer missiles are more agile and ships can carry more of them in cargo.
  • XRM cruise missiles do 33% more damage.
  • SRM nerve gas missile is slower and bigger.
  • A teleport probe 2 can be researched at the advanced supremacy center (provided you have researched teleport probe 1). This probe takes 15 seconds to activate (vs. 30 seconds for the teleport probe 1).
  • The SRM anti-base 3 can be researched at the advanced supremacy center. This missile is identical to the SRM anti-base 2, except that it is faster to arm and fire (3 seconds vs. 4 seconds).
  • MRM aleph resonator can be researched at the starbase and carried by the heavy bomber. Note, however, that the MRM aleph resonator is very heavy and will significantly degrade the maneuverability of a heavy bomber.
  • Light boosters consume 30% more fuel.
  • All enhanced fighters energy capacity and recharged reduced to that of a normal fighter.
  • All advanced fighters magazine capacity is increased 25%.
  • All stealth craft take 15 seconds to ripcord.
  • All capital ships that can ripcord take 20 seconds to ripcord.
  • All capital ships take 3 to 4 times as much damage from mines and towers.
  • The bomber is no longer a prerequisite for researching the gunship.
  • Normal miners & constructors have 20% more hitpoints.
  • Advanced miners & constructors have 17% less hitpoints.
  • All bombers and gunships now have two fixed weapons.
  • Energy capacity of assault ships has been doubled.
  • "Small constructors" are used to build outposts, refineries, teleport receivers and (Gigacorp) mines. These constructors have half the hitpoints of the regular constructors and a lower scan range. They also only take 90 seconds to build.
  • Gigacorp light outpost, refinery & teleport receiver are 50% more expensive to build.
  • Gigacorp must research its special mines before they can be built. They are researched at the garrison ($10,000 for each type). The income from the special mines has been increased to $1,000 per minute (from $750 per minute) and their price has been reduced to $6,000.
  • Belters pay about 30% more for station upgrades ($8k for garrison, $20k for others).
  • Belter miners are 25% slower at mining He3. They retain their improved efficiency.
  • Belter assault ship can carry all of the smaller missiles.
  • Belter enhanced fighter and advanced fighter can no longer carry the LRM killer missiles.
  • Belter enchanced fighter can no longer use the stealth weapons.
  • Iron Coalition miners mine at normal speed, but carry 25% less He3.
  • Iron Coalition starts the game with enhanced fighter, advanced fighter, stealth fighter, advanced stealth fighter, interceptor & heavy interceptor already researched. They must still build (or capture) the corresponding research center in order to use the ship.
  • Iron Coalition no longer starts the game with the XRM cruise missile 1 researched.
  • Iron Coalition fighters, interceptors & bombers have had their guns moved closer together.
  • Iron Coalition does 5% less damage with guns and 10% more damage with missiles.
  • Bios start the game with heavy cloak 1 researched.
  • Bios stations are 20% stronger.
  • Bios get a lt interceptor as soon as they complete an expansion complex.
  • Bios get a lt stealth fighter as soon as they complete a tactical laboratory.
  • Bios can build mine pack 1's as soon as they complete a supremacy center.
  • Bios fighter, enchanced & advanced fighters can carry mine pack 1's.
  • A race of aliens has joined the Allegiance Zone. They are not available in the free zone.
  • Key differences between the Rixian Unity and the other factions:
    • Rix craft are agile in the yaw axis and not very responsive in the pitch axis.
    • With the exception of the MRM aleph resonator, no Rixian craft can fire a missile.
    • Rixian scouts, advanced scouts, enhanced fighters and advanced fighters can ripcord to scouts or advanced scouts. As with the assault ship, the scout's energy is consumed when a ship ripcords to it. Scouts have 1200 energy; advanced scouts have 1500 energy.
    • The Rixian can research pod fighters and bombers at the tactical laboratory. These craft drop combat and station pods instead of using missiles. These are short lived gun towers that will fire on nearby enemy craft and stations.
    • Rix weapons have longer ranges than comparable weapons of other factions.
    • Rix weapons do more damage than comparable weapons of other factions.
    • Rix ships are less heavily armored than comparable ships of other factions.
    • They can research new technologies very quickly compared to other factions.

Version 1.11 (2000-05-25)

  • The Sector Support Ship has been replaced by the Assault Ship. Much heavier armor, slightly faster, and can carry the Aleph Resonator missile, but loses the ability to carry Nanite healing weapons.
  • The new Assault ship can be researched from the shipyard 1.
  • Missile Frigate missile capacity increased by 50%.
  • The tracking ability of the MIRV missiles has been significantly reduced.
  • It is easier to get missile lock on larger ships.
  • It is harder to get missile lock on stealth craft.
  • The damage inflicted by sniper rifles against capital ships has been increased by 33%.
  • Missile Frigate and (Bios) bomber endurance when using the heavy cloak has been increased.
  • The ripcord time for destroyers has been increased to 15 seconds.
  • The price of all capital ships (& the corresponding research) has been increased by 50%.
  • Research centers no longer generate any income.
  • All bombers (regular, heavy and stealth) get the lead indicator.
  • Iron Coalition Cruisers are 25% more expensive (in addition to the 50% increase, above).
  • Iron Coalition Hv Outposts lose 33% of their armor and shields, though they retain their immunity to Galvonics and EMP cannons.
  • Iron Coalition miners can offload at any of the "big" stations: garrison, shipyard, tactical laboratory, expansion complex, supremacy center, and the advanced versions of these stations.
  • Gigacorp lxy interceptors are able to ripcord, but they lose 67% of their afterburner fuel & their missile launcher.

Version 1.1 (2000-05-19)

  • Stealth craft and advanced scouts take approximately twice as long to recharge their batteries as before.
  • Anti-utility weapons consume approximately twice as much energy.
  • Sniper rifles consume approximately 33% less energy.
  • The time a stealth craft can remain cloaked using the heavy cloak has been reduced by about 50%.
  • The time an advanced stealth fighter can remain cloaked using the signature cloak has been reduced by about 25%.
  • Scouts have approximately twice as much energy and take 33% more time to recharge.
  • Nanite weapons consume approximately 50% more energy but are 25% more effective.
  • Anti-utility weapons are 25% less effective against shields.
  • Sniper rifles are 25% less effective against utility class ships.
  • Signature cloak 2 and 3 are slightly less effective.
  • Stealth bombers can carry only 2 SRM anti-base missiles/slot.
  • MRM Seeker missiles tracking has been improved.
  • A new missile has been introduced: the MRM Aleph Resonator. It can be fired by capital ships, costs $1000 each and is useless against normal targets. If it hits an aleph, however, it will destabilize the aleph, causing a massive explosion 15 seconds later that will damage anything within about 1,000m of the either end of the aleph. Friendly ships and structures will be damaged by this explosion, even if the friendly fire game option is disabled.
  • Destroyers have a new missile: a killer MIRV. Each "shot" fires 5 missiles. These missiles are optimized for use against capital ships.
  • The teleport probe is now armed with a small point-defense weapon. It will only fire at missiles.
  • The Skyripper 1 is now an energy weapon.
  • The Skyripper 2 has been eliminated from the game.
  • The turn rates for all capital ships has been reduced by approximately 25%.
  • Killer missiles now do 50% more damage than before.
  • The turn rate and acceleration of lifepods has been significantly increased. Their top speeds have not been changed.
  • The cost of heavy troop transports has been reduced to $1,000 ($800 for Iron Coalition).
  • Both the Iron Coalition and the Belters get a new type of probe.
    • The Belter version is the sanctuary. It costs $100 and will rescue any lifepod that collides with it (including lifepods that belong to different sides).
    • The Iron Coalition version is the rescue probe. It costs $250, but is stealthy and will only rescue friendly lifepods. Iron Coalition must research the rescue probe at their garrison or starbase. Both types of probe can be carried by a scout.
  • Belters require the corresponding stations to build advanced fighters, advanced stealth fighters, stealth bombers, heavy interceptors & heavy troop transports. They are still allowed to build the enhanced fighter, stealth fighter, interceptor & troop transport without the corresponding station.
  • The signature of Belter small craft has been increased by 20%. Belter ships are still more stealthy than the corresponding ships of another faction as long as that other ship has a shield.
  • Belters can no longer research or buy the small shield since they cannot use them.
  • Belter income reduced to $450/minute.
  • Iron Coalition income increased to $525/minute.
  • Iron Coalition cruiser can now fire any "destroyer" missile.
  • Iron Coalition outpost now costs $5,000. It retains the heavy armor of the original military outpost.
  • Iron Coalition teleport receiver now has heavy armor and can not be destroyed by Galvonics. The cost has not changed.
  • Iron Coalition Devastators can only be built and researched at a Drydock.
  • Gigacorp no longer has to explicitly research the luxury fighter/stealth fighter/interceptor. This comes for free as soon as they have researched the advanced versions (the luxury craft themselves still cost $500 each).
  • Gigacorp light refinery, teleport receiver and outpost hitpoints & shields have been doubled.
  • Gigacorp special refineries have been renamed special mines to avoid any confusion with their refinery. In addition, their hitpoints have been doubled and they can act as teleport receivers.
  • Lifepods can rescue themselves by colliding with any of the friendly stations of the following types:
    • Iron Coalition hv teleport receivers.
    • Gigacorp lt teleport receivers, lt refineries, Carbon mines, Silicon mines and Uranium mines.