I haven't fully tested it, which means I haven't seen any of the Advanced Technology that I added for AE-content users. It passed the Slipstream Validate test, so I assume things are working as I intended.
Download from MediaFire: Infinite Space 0.5.A3
Download from MediaFire: AE Advanced Technology Patch
Place this patch after Infinite Space 0.5.A3 in the load order.
This requires Slipstream Mod Manager. The old Grognak's Mod Manager should not work.
- Fixed cloak images for mini-bosses
- Removed AE ship list overrides (shouldn't see any ships with AE systems)
- Restored pirate ships to pre-AE condition (Pirate paint, old layout)
- Updated weapons and drones
- Minor edits to some events
- Integrated Universal Starting Beacon by kartoFlane
I forgot something (some text display), but that is suited more for an updated SMM, so I won't bother with it.
I don't know what English Narwhal had or lost, or if this is even a useful replacement for re-starting Infinite Space 2.
edit: I forgot to disable the Distraction Buoys. As I recall from watching the CE thread, these things will interfere with the mod's own fleet delay at the start of every sector, so try to avoid them and sell them if you come across them, otherwise you will have the rebel fleet chasing you.
edit2: I've been trying to get a new weapon that I added to drop from the list of Infinite Space's Advanced Weapons, but it doesn't seem to work. Maybe the AE overrides only work for certain situations, and giving an item in an event isn't one of those situations. I made a change in this 0.5.A3 for how the advanced technology is rewarded, but it seems that if a future patch is made, it will need to be reverted so that the new items can appear. I'm sorry I didn't test this more extensively before I released the update.
edit3: About 2 months after the release of 0.5.A3, I've put together a patch to address the lack of Advanced versions of the new AE equipment, as listed in the post above this one.