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MOD UPLIFT D (NEW SITE) COMPATABLE WITH Disharmony

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11 years ago
Aug 23, 2013, 5:26:46 AM
Working on Earthclan with mods to troops and fighters. I am having trouble with tooltips on ship modules.
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9 years ago
Jan 4, 2016, 4:06:21 AM
My apologies as I have moved on to working on own game instead.

At this point I have yet to get the blessings of Dr. Brin and have only 1/3 an alpha to show for last summer.

I just got tired of the duplicate race generation in random race setup for this game.

Also I am hoping for more detailed damage where systems go out, crew members die and you can make repairs.
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9 years ago
Nov 22, 2015, 4:39:49 PM
Got the game a couple of days ago and have already clocked up 18 game hours however I immediately noticed an issue with the ship sizes/tonnage which it looks like this mod resolves so if it isn't compatible with the latest version I hope you come back tirane and update your mod smiley: smile
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10 years ago
Feb 16, 2015, 9:05:32 PM
I guess your too young to recognize the old school Battlestar Galactica Vipers?
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10 years ago
Oct 30, 2014, 5:31:58 PM
Small Easter Egg for the Tandu, since the picture is an Undine (Species 8472) from Star Trek. Exactly, it's a pic took from the episode Scorpion on ST Voyager.
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11 years ago
Mar 28, 2014, 3:35:28 AM
I am hoping for them to fix the random player generation so you don't get a bunch of the same races. I will try to see what is broken when I have some time. The Pilgrims and Sowers are holding places for some future races which will take a lot of work. The Soro is one of them.
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11 years ago
Mar 7, 2014, 9:46:57 PM
Appears to be broken now. Disappointing, I was looking forward to crushing the universe as the Jophur
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11 years ago
Sep 22, 2013, 12:54:09 AM
This is a Craver/Sower hybrid AI race



Also Invasions and planet defenses reworked.



Combat is fairly balanced in lower settings with no weapon type or range taking the field.
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11 years ago
Sep 8, 2013, 8:37:24 PM
1.40 Uplift D launched.



The Tandu are back but rather being Craver based they are based on Sherydyn.



Some bugs in defensive systems found and repaired.
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11 years ago
Sep 3, 2013, 3:42:34 AM
1.30 Uplift D launched.



Welcome the Synthian traders and the tree like Kanten.
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11 years ago
Aug 27, 2013, 4:28:18 AM
1.2.0 Uplift D launched.



Major changes to weapons systems and Earthclan introduced to replace the Terrans.
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11 years ago
Aug 15, 2013, 3:44:14 AM
VERSION 1.5.0 Launched



This Mod attempts to recreate the Uplift Universe of David Brin. It introduces the hydrogen breathing race the Zang (which replaces the Harmony and whose race art is based on concept art of the amoeba). The second race the Jophur take the place of the Horatio (but have some of the production bonuses of the United Empire and even less scruples). The new third race are the Gubru who take the place of the Hissho. The fourth are the Thennanin who are as stabilizing force and replace the Sophon. The fifth race is Earthclan replacing the Terrans.





The Zang Description:

Home Planet Type: Hydrogen

Diplomatic Alignment: Opportunistic

Gameplay: Exploration and Isolationist

Main Victory Type: Wonder/Population

The Zang and other Hydrogen breathing species are usually in separate spiral arms or whole galaxies from oxygen breathing species due to past misunderstandings and wars. Entire regions are set aside to avoid conflict. This race has had the most contact with oxygen species and was responsible for a peace agreement after the last war between Hydrogen and Oxygen breathing species 2 billion years ago. While they have had the most contact with oxygen breathing species still little is known about them. They seem to have a different sense of time and often show no reaction for years to incursions in their space only to obliterate illegal colonies within a few weeks. Their gaseous nature allows them to inhabit the heavy gravity environments of Jovian worlds. They reproduce by mitosis (splitting) but there is felt to be some "spore" process which allows sharing of genetic material. They have an unparalleled ability to identify and exploit natural resources and anomalies. Factions that ally with them share in this unique ability, and those that choose to fight them will find them difficult to dislodge once they have settled in. They are however very intolerant of exposure to oxygen gas (some agents describing a parallel to a slug and salt). Because of the terran, jungle and ocean worlds are some of the last they are able to colonize.





The Jophur Description:

Home Planet Type: Jungle

Diplomatic Alignment: Unlawful

Gameplay: Colonialist

Main Victory Type: Expansion/Military



The Jophur are composite organisms made up of a stack of individual sap rings. The original organisms were mulch eating scavengers with rudimentary intelligence. During uplift these individual rings were given different talents such as sensory, manipulative, cognitive or digestive. These then contribute to the whole stack. The "decision by committee" was an initial problem for their patrons, the Poa, and resulted in a passive organism that rarely could take decisive action. They turned to the Oallie for help, who created master rings to introduce to every stack. These dominant rings are the driving ambition behind the race and use bioelectric shocks to prod the other rings into concerted action. The Jophur fleet is mostly made up of ships derived from billion year old blueprints found in any Galactic Library Branch. Yet the Jophur improved the armor with chemical secretions from special sap rings. The Jophur are very aggressive and can at times be treacherous partners, betraying their allies whenever expedient. Their rings are cultivated for special tasks and carefully combined. They are able to replace damaged rings making it easier to maintain their troops and heal heroes. This also means that their crews usually have more experience as older rings can be added to a new stack and retain the information of the previous host. Failure is not tolerated and leaders are often disposed of quickly. They only care about obeying Galactic Law when there is a significant consequence not to. The Jophur are Patrons of the Sarrphor and the Dorrvi.





The Gubru Description:

Home Planet Type: Jungle

Diplomatic Alignment: Opportunistic

Gameplay: Conquest, Glory

Main Victory Type: Military/Population



The Gubru are a wealthy and ambitious race uplifted 1.5 million years ago by the Gooksyu, a semiretired avian race. While now flightless their ancestors were avian predators ranging far above their homeworld. As their homeworld became covered by dense forests they started spending more time on the ground and began hunting in groups eventually losing their ability to fly. They stand around 1.8 meters tall but weigh only 30 kilograms. While they can run fast and kick with their powerful legs, their arms are relatively weak and nearly useless in heavy physical labor. As such they often hire (or enslave) other races to do the heavy lifting for them. Most Gubru are neuter workers with white or grey feathers. However, a gifted few are raised to sexual maturity through a catalyst given in a ceremonial beverage and hormone treatments. They are raised in groups of three with each trio called a Suzerain. The Suzerain is then given a task and compete and cooperate in its completion with the most successful rising to the position of the dominant red feathered queen and the others becoming princes of blue or amber coloring. Both males are necessary for the fertilization of the clutch of eggs as their genetic coding is in triads. The Gubru are humorless and conservative and have little creativity. They are prudish and insist on tradition and protocol and easily offended. Their semiretired patrons, the Gooksyu, have kept them from overt violations of Galactic Law but the Gubru continue to test their limits and frequently enslave workers as the ambitions of the higher echelon Gubru royalty have pushed the Gooksyu away from control of the clan. They are constantly alert for opportunities to advance the wealth and dominance of the clan and are capable of great treachery. This includes treachery between the Suzerains in their own Monarchy with various royal houses usually gaining power though intrigue or bloodshed. They have uplifted two avian species, the Kwackoo and the Okukoo who are still in their indenture. The Okukoo have turned out to be fair engineers and messengers while the Kwackoo help with maintenance and have swelled the ranks of the ground forces.





The Thennanin Description:

Home Planet Type: Terran

Diplomatic Alignment: Lawful

Gameplay: Diplomatic, Expansion

Main Victory Type: Diplomatic/Expansion While often mistaken for a mammal due to having warm blood and some hair, Thennanin biology most closely resembles reptiles. They are bipedal and physically imposing at nearly 3 meters in height and reaching up to 400 pounds eating Brill, an avian crayfish and large insects on their planet. The atmosphere of their home world was fairly thin and contained toxic gases. A ridge crest is used to filter these gases out of the blood and regulate temperature. However, the Thennanin mainly breathe and communicate through gill like slits in their neck. The Thennanin have become a political force since uplift by the Wortl. Their tradition of law and order along with their military prowess has given them both the patience and power to expand within Galactic Society. This combined with their ability to tolerate marginal atmospheres has resulted in their clan having been deeded more planets in the last few million years than any other recent clan. Due to their status the Thennanins have better access to the Galactic Library making it inexpensive to produce new support modules. Yet the Thennanin culture is framed by a sense of tradition and ceremony. They have the oldest known republic in the Galaxy and are resistant to change. This conservatism makes them slow to form friends. However, their sense of honor makes them loyal allies. Relations are still somewhat awkward with insectoid races as although omnivores, their diet consists mainly of insects and crustaceans. The Thennanin homeworld is Terran but with a Toxic atmosphere. While there ships are some of the slowest and oldest designs still in existence but the stasis shields make their ships almost indestructible. As the head of Clan Thennanin, they are clients to the Wortl and patrons to the Paimin who serve gathering intelligence, their warrior caste the Ynnin, and their psi adepts the Olumimun.





Earthclan Description:

Home Planet Type: Terran

Diplomatic Alignment: Opportunistic

Gameplay: Exploration, Diplomacy

Main Victory Type: Scientific/Diplomatic

The members of Earthclan include Humans, Neo-Dolphins, and Neo-Chimps. Humans are tall, largely hairless bipedal mammals. Humans are a “wolfling race”, who claim to have uplifted themselves. Besides this claim, their ignorance can be seen by their giving their newly uplifted clients, the Neo-Dolphins and Neo-Chimps, rights and status that the Institute for Uplift would not grant for millennia. Yet without the guidance of a patron to guide them or access to any branches of the Galactic Library they have evolved to become both cunning and resourceful. One example is spin gravity which uses centrifugal force rather than standard artificial gravity plating and gives Earthclan ships a unique appearance. While the needless redundant wolfling technology wastes space and adds to the cost to build ships it also is easy to maintain and hard to knock out. Humans are friendly by nature, but most star faring races view them as scheming and manipulative upstarts. This is especially true of the younger races who see them as having bypassed millennia of servitude normally required to achieve patron status given as they had already uplifted chimpanzees and dolphins prior to contact. They were fortunate to have made first contact with the Tymbrimi who were not only humanoid but as the practical jokers of the five galaxies were delighted to find another race with a sense of humor. They are achieving some status as ecologists as after having almost destroyed their homeworld they have showed promise in helping recover the few third rate worlds that have been leased to them. Humans have a natural curiosity that gives them an edge in scientific research and have a wolfling pride which continues new lines of independent research. Their scientists and engineers are quick to see new applications even for million year old technology from the Galactic Library. They refuse to believe the accepted idea that everything has already been discovered. Neo-Dolphins though a very young client race are already showing promise as navigators allowing them to get out of trouble as fast as they get into it. The Neo-Chimps are already helping the ground defence forces.





Synthian Description:

Home Planet Type: Terran

Diplomatic Alignment: Lawful

Gameplay: Economic, Diplomacy

Main Victory Type: Economic/Diplomatic

The Synthians were uplifted by the Tharners from a race of arboreal mammals who appear to be a cross between a cat and a raccoon. They stand only around four feet high but many weigh over 250 pounds which is why some neochimps have referred to them as "Fat Cats". They are found in nearly every major space port and trade with nearly every race and try to maintain a neutral position in every conflict to allow them to sell to both sides. They never go anywhere without trade goods for prospective buyers and even their warships have vast cargo holds. Yet the relative military weakness of their ships is often made up by mercenaries who follow them around looking for contracts or hoping to intervene in an attack and earn their gratitude. In trading with them keep in mind they are conservative and adore protocol. They are willing to be taxed to a point as they understand the need for an infrastructure but will hide their money if taxes get too high. They have uplifted the Wazoon who are an even smaller arboreal mammals with large eyes and ears who are reported to serve their patrons in intelligence gathering as information is also something the Synthians are willing to sell for a price. They are always looking for new markets and pay to be kept informed of any changes in the five galaxies. Some reports give evidence they have had trade relations with the Hydrogen races such as the Zang and have gained the technology to settle and establish trading outposts on some Jovian worlds.





Kanten Description:

Home Planet Type: Terran

Diplomatic Alignment: Good

Gameplay: Peaceful and Neutral

Main Victory Type: Economic/Diplomatic

The Kanten are trees that developed mobility in order to follow the water supplies due to the long seasons from the high axial tilt and elliptical orbit of their native planet. They grew to cooperate and establish vast irrigation systems. They stand 3 meters tall and have retractable claws on their root pods. They are able to regrow their limbs but have little fine motor skills. Their ships are easily recognized by having large clear domes to let light in for their crew. They have a utopian style of Government and share all their resources with each other. As such they have some problems with the concept of money. They tend to only grow or make what they need but have learned to store up production for times of emergency as dormant saplings or seeds. They are patient as they can live up to 300 years. This can frustrate those trying to trade with them but it gives them a reputation as objective and unbiased observers. This reputation for neutrality has gained them prominence in several of the Galactic Institutes in which they have served as mediators. They have settled an number of crucial conflicts saving at least three species from extinction in the last few millennia alone. Despite being fairly insular they are able to form long lasting relationships and make very loyal allies. They tend to shy away from tree eating species such as the Pring. The Kanten are curious and are fascinated by the wolfling technology of books. Although they realize that some trees could be harmed in their making they feel it would be an honor to carry the knowledge of your civilization forward after your death. They are clients of the Linten who have withdrawn from Galactic politics to pursue more metaphysical studies.





Tandu Description:

Home Planet Type: Arid

Diplomatic Alignment: Lawless

Gameplay: Expand and Conquer

Main Victory Type: Military

The Tandu are a fierce warm blooded insect race. They are mantis like and have 6 legs each ending in a razor sharp serrated talon. They walk on 4 legs and can use the front two to make slashing attacks occasionally decapitating other races mid-conversation. They also have a pair of small manipulator forearms medially enabling them to both fight and perform delicate actions simultaneously. They communicate by rubbing their back legs together. The Tandu are religious xenophobes who are part of the Inheritor Alliance and believe they need to kill the infidels in preparation for the return of Progenitors. They view everyone else as an infidel. Before uplift the Tandu hunted in packs. They run a black market to obtain convicted criminals to dism
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11 years ago
Aug 18, 2013, 11:50:43 PM
New Race the Thennanin replace the Sophons:







Description:

Home Planet Type: Terran

Diplomatic Alignment: Lawful

Gameplay: Diplomatic, Expansion

Main Victory Type: Diplomatic/Expansion

While often mistaken for a mammal due to having warm blood and some hair, Thennanin biology most closely resembles reptiles. They are bipedal and physically imposing at nearly 3 meters in height and reaching up to 400 pounds eating Brill, an avian crayfish and large insects on their planet. The atmosphere of their home world was fairly thin and contained toxic gases. A ridge crest is used to filter these gases out of the blood and regulate temperature. However, the Thennanin mainly breathe and communicate through gill like slits in their neck. The Thennanin have become a political force since uplift by the Wortl. Their tradition of law and order along with their military prowess has given them both the patience and power to expand within Galactic Society. This combined with their ability to tolerate marginal atmospheres has resulted in their clan having been deeded more planets in the last few million years than any other recent clan. Due to their status the Thennanins have better access to the Galactic Library making it inexpensive to produce new support modules. Yet the Thennanin culture is framed by a sense of tradition and ceremony. They have the oldest known republic in the Galaxy and are resistant to change. This conservatism makes them slow to form friends. However, their sense of honor makes them loyal allies. Relations are still somewhat awkward with insectoid races as although omnivores, their diet consists mainly of insects and crustaceans. The Thennanin homeworld is Terran but with a Toxic atmosphere. While there ships are some of the slowest and oldest designs still in existance but the stasis shields make their ships almost indestructable. As the head of Clan Thennanin, they are clients to the Wortl and patrons to the Paimin who serve gathering intelligence, their warrior caste the Ynnin, and their psi adepts the Olumimun.
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11 years ago
Aug 15, 2013, 4:13:55 AM
MORE Improvements



CYBERNETIC AUGMENTATION Improvements in cybernetics allow more durable components for living and AI alike. The more durable replacement parts allow the working years of beings to be increased with a corresponding increase in productivity.



VIRTUAL ARENA(GUBRU) The royal arena has always been the center of Gubru Culture. There Suzerain are created, given tasks and their successes rewarded, their failures punished. Now through hyperlink it is possible to allow citizens on distant planets to witness and celebrate the traditions of their royal culture.



INTERCEPTOR Light weight and agile this standard galactic fighter is not able to enter atmospheres or even substantial gravity but is good for reconnaisance patrols and interception duties.



GLOOR SYNDICATE The dung of Larval stage Tandu is a very potent anabolic substance to most Oxygen breathing species and causes a euphoria as well. This can decrease productivity although it brings in some illicit trade if authorities look the other way.



ATMOSPHERIC CONDENSERS The collecting of water out of the planet's atmosphere allows for a great increase in the habitable area of dry arid and desert planets.



DENSITY PLATING An armor using dense isotopes that provides additional protection against kinetic weapons.



SHADOW WING(GUBRU) Lighter and even more agile than the standard galactic fighter the Gubru Shadow Wing is able to get on the tail of its opponent where its gatling cannon can do the most damage.
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11 years ago
Aug 15, 2013, 3:50:00 AM
New Improvements



GAS MINING OUTPOST In the cold of interstellar space the need for compact sources for heat and energy is vital. This allows extraction of resources from Gas Clouds



TRAEKI ENZYMES(JOPHUR) The chemical rings of the Jophur are able to sample a substance and synthesize enzymes to neutralize toxins and make it digestable. This can even be done for the races lucky enough to live to be slaves of the mighty Jophur.



RING RECOVERY(JOPHUR) No longer does the whole stack have to die when the master ring does. The Jophur are now able to stabilize and recover the other rings and use them in new stacks.



DEATH FROM ABOVE(GUBRU) A vertical envelopment using close air support along with ground forces. Being an Avian race the Gubru excel at this type of fighting. Their craft are versatile enough to also help defend the fleet.



CLOSE AIR SUPPORT The ability to coordinate ground attacks with air assets from orbit is one thing but finding the right materials for the heat or repeated atmospheric reentry is another. These craft are too heavy to be of much use out of the atmosphere.



GARRISON TROOPS These are quickly conscripted infantry, trained and equipped to participate in the ground invasion of star systems.

GUBRU TALON(GUBRU) The Gubru are not well adapted for ground combat and have trouble with the concepts of cover and concealment as they consider hiding dishonorable. The Talons are formed from volunteers wanting to regain their honor.



TANDU JIHAD The Tandu are amongst the last of the Inheritor alliance, who believe that the Progenitors will return when the universe is cleansed of heretics. They see themselves as holy warriors sent to bring about this prophecy. They see all the other races as heretics.
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11 years ago
Aug 15, 2013, 3:45:45 AM
These changes are to the basic game before adding the new races.



1. Ship Hulls changed to allow distinct classes. Flattened weight requirements for special slots (fighters and bombs on bigger ships don't require more space)

Changed size of engines to increase with mass of ship (varies with race but base stat given).



Frigate Command Pts 1 450 Health 100 tons 1 Special Engine Size -20% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 12



Destroyer Command Pts 1 500 Health 125 tons 1 Special Engine Size -10% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 14



Cruiser Command Pts 2 800 Health 200 tons 2 Special Engine Size 0 (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 15



Battleship Command Pts 3 1200 Health 300 tons 3 Special Engine Size +10% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 17



Dreadnaught Command Pts 4 2000 Health 400 tons 4 Special Engine Size +20% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 18



Carrier? Command Pts 3 1000 Health 250 tons 4 Special Engine Size 0 not yet included





2. Change in Exploration tech tree to spread apart classes of ships and colonization of more difficult atmospheres.



3. Rather than change the amount of damage long, medium and short range (for the same warhead) the chance to hit is changed instead.

For example in Missiles:

Long range weapons have 100 % base chance to hit at long range, a 60 % chance to hit at medium range, a 40 % chance to hit at short range

Medium range weapons have a 35 % base chance to hit at long range, a 100 % chance to hit at medium range, a 50 % chance to hit at short range

Short range weapons have a 25 % base chance to hit at long range, a 50 % chance to hit at medium range, a 100 % chance to hit at short range



4.All weapon types (Missiles, Beams, Kinetic) have equal efficacy at different ranges but different accuracy.

The differences between the long, medium and short range versions mainly has to do with the number per salvo and the size of the warhead.



5. Reduced chance of larger Arid, Tundra, Arctic, Desert and Lava planets to represent narrow living areas (with tech expansion)



6. Changed base value of FIDS on Planets by class. Class 1 = total 12 FIDS, Class 2 = total 10 FIDS etc



7. Changed Harmony into Hydrogen breathing race, the Zang and reversed values on Planets with oxygen content now being the "Dust" Malus.

On water worlds the oxygen can cause a huge "Dust" malus but they Hydrogen also helps food production (as it is released when processed).



8. Adds New Planet type Gas Cloud (wanted to make new star type but couldn't due to hardcoding). Most races colonize when they can colonize Arctic World types.



9. Limited to no population growth only when Colony ships are being built (for all races).



10. Changed start of Diplomacy Tech Tree. Also more change to Science Tech Tree.



11. Added Special Troop modules as starting tech. A lot of new troop and fighter modules limit choice of type to 1.



12. Doubled the weight of troop modules (but all flat weight now. Decreased the weight of Scout modules to 10% base weight (rather than 50%).



13. Added Faction Trait to allow increase evasion rating of ships (Opposite of Snipers).



14 Changed base weight of armour modules to 10% of hull weight per layer (from 5%) and Power modules to 5% (was 20%).

Some armor offers more protection against some types of weapons. There is a variation in weight and types.



15. Min Damage of Missiles 1/3 value, Torpedoes 1/2 Value, Rockets 2/3 Value



16. Activated Trait alignments (Good, Neutral, Evil) to effect expansion disapproval, trade and ally defence values.



17. More changes to weapons tech tree to bring better systems in earlier. More correlation between tech and weapon system.



18. Add 200 to Home system defence as I even passive races will fight to the death for their homeworld.



19. Modified trooper and fighter modules. I wanted to discover types individually but could not advance to different type (from balanced 1 to invasion2)

so fighters are all balanced but have values that represent the different types. Race has to stick to one troop type as well.



20. Major changes to Weapons table. Long range weapons now much larger and do more damage but take up much more space.

Medium and Long range Kinetics are explosive shells while short range remains pure penetrators.

Different Min and Max and crits for various weapon systems



21. Minimum distance between systems reduced to 2. This led to more stabile generation of larger maps (using Dagobert's alternative generator)



22. I shifted CAS from fighters to bombers.



23. Major changes to combat system involving size of weapon and speed of travel/reloading. Their is a modifier that delays hits at long range so kinetics take 2 rounds

of flight at long range and 1 round at medium and short while beam weapons have 1 round delay at long and none at medium and short. Missiles hit 1 round sooner in short

allowing the short range version (rockets) to get 2 volleys in.



24. Slight downgrade of shield and armor defences.



25. Rebalanced Invasion and defense of Systems.



26. Fixed bug causing AI to not initiate combat.







new techs



NEST WING (GUBRU) The all black interceptors of the Gubru fly patrol patterns to provide protection for the fleet and the nest.



FLEET CAP Using small interceptors to fly patrol patterns provides early warning and interception of potential hostile forces.



ORBITAL BOMBARDMENT The Galactic Institute for Civilized Warfare levies heavy fines to clans that damage the biosphere of the planet with indiscriminate bombardment. The Galactic Institute for Migration also does not give the lease of a planet to a race that just destroyed its ecosphere.



FLEET ACADEMY While the Galactic Library can provide millions of years of experience in the theory and tactics of warfare, having a place where crews can gain hands on experience on the equipment they will use along with lessons learned from their own kind still has its value.



CHEMICAL ANALYSIS (JOPHUR) The Jophur breed special rings that can analyze, duplicate or neutralize chemical compounds they are exposed to.



RING RECYCLING (JOPHUR) A method of keeping alive component rings after the death of the master ring allows the Jophur to create new stacks from old rings.



ORBITAL AIRSTRIKES The ability to launch ground attack craft to reduce the defenses before the drop ships attack greatly increases their chances of making it to the ground safely.



ORBITAL AIRSTRIKES (GUBRU) The ability to launch ground attack craft to reduce the defenses before the drop ships attack greatly increases their chances of making it to the ground safely.



CARBON BINDING (ZANG) By strengthening their lipid membranes with carbon sulfates the Zang are able to toughen their skin for combat, high G acceleration and even partial vacuum.



XENO BIOLOGY The study of the biology of other worlds starts with what can be immediately useful for food or trade.
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