Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
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Update: Aug 25, 2020 @ 8:05pm

Version 4.9.0 Changes:

  • Fixed the missing icons for the homeworld resource race perks.
  • Fixed the erroneous Spy Center description where I forgot to update the mission risks following a recent change to their risks.
  • Displacement and subspace teleporter ranges increased to 50 and 100 respectively (previously 35 and 75)
  • Auto repair race perk reduced to 15% from 25% turn, trait cost increased to 3. Meklar given uncharismatic trait.
  • Uber planet buildings can no longer be bought
  • Uber planet and terraforming techs pushed back one level.
  • Darlok race change: ultra rich HW changed to rich HW, +25% beam defense, and either engineering (if no 5XCPC) or gold resource (if 5XCPC).
  • Made the AI prioritize building planetary defenses sooner.
  • Slowed leader leveling rate, especially for the last 5 levels.
  • New thumbnails for end game techs
  • Interdimensional energy syhpon bonus and maintenance cost reduced to 20 (from 25).
  • Wormholes no longer spawn mostly asteroid fields. Should be about 50/50 with gas giants.
  • Production trait cost increased to 7 per level. Races adjusted accordingly.

Update: Jul 24, 2020 @ 8:40am

Version 4.8.0 Changes:

  • Some AI improvements involving which buildings they prioritize and how they build their fleets.
  • Fixed the non-standard starting ages broken by the last UCP update.
  • Supernova and plague events now harder to stop, and plagues are more severe.
  • Tweaked asteroid and nebula hazard counts
  • Updated Antaran blueprints following a recent UCP improvement
  • Removed moon requirement and reduced upkeep of biospheres
  • Klackon race traits changed.

Update: Apr 11, 2020 @ 8:04pm

Version 4.7.0 Changes:

  • Fixed the custom race screen issue with UCP 6.1
  • Integrated the new UCP pollution perk. Toxic condenser technology removed, production races given the pollution perk instead. Races (Klackon, Meklar, Silicoid) adjusted accordingly.

Update: Feb 29, 2020 @ 6:13am

Version 4.6.1 Changes:

  • New difficulty level "Insane" between extreme and impossible. AI gets +75% to food, production, etc. (extreme +50, impossible +100).
  • Spy experience per level reduced to 10 (from 13).
  • Spy level cap raised to 15 (UCP/5XCPC only)
  • Steal mission risk increased to 0.65 (from 0.6)
  • Cyber security link starting level increased to 6
  • 5XCPC: Corrected a bug where +50% production races weren't given toxic condenser until they research biotechnology.
  • Automated armor turrets bonus increased to 50% (from 30%)
  • Asteroid mine income increased to 10 (from 8)
  • Ship rebalancing: ironclad +10 base HP, cruiser +5 HP, Battleship +10 HP, Battlecruiser -10 space
  • Pirate initial spawning changed based on game start options. Pirates won't spawn before turn 60 on pre-warp, turn 20 on post warp, and some other starting ages tweaked a bit as well. These are further delayed on slower research and production speeds. Pirates ships spawn every 10 to 20 turns instead of every 12 to 18 turns.
  • 5XCPC: Pirates will now use the adaptive technology progression introduced by UCP instead of fixed blueprints.

Update: Dec 21, 2019 @ 9:31am

Version 4.6 Changes:

  • Cloning center cost reduced to 60
  • Toxic processor cleanup increased to 15
  • Atmospheric renewer removed,biospheres moved to its place.
  • (5XCPC) Pollution cleanup project removed (UCP's auto cleanup does the same thing), toxic condenser moved to its place.
  • Deep core mine upgrades automated factory and provides +3 production in addition to its current bonus
  • Removed subterranean farms and increased weather controller bonus to +50%, maintenance cost increased to 8.
  • Revised diplomatic disposition table with a few slightly less negative diplomacy penalties.
  • Removed government support facility, moved geosynchronous warehouse to its place
  • Removed deep sea cooling and solar kiln. Moved recyclotron (and matter converter for non UCP) to xenobiotics as a choice tech.
  • Stock exchange upgrades colonial revenue service
  • Spy level XP requirement reduced by 4 per level (now 13*next level)
  • Hacking duration reduced to 10 turns, Infiltrate colony to 6, destabilize to 8.
  • Infiltrate colony risk reduced to 0.3 (previous 0.75), destabilize to 0.6 (0.65), hacking to 0.7 (0.75), assassination to 0.7 (0.8), revolt to 0.8 (0.9).
  • Spy training time reduced to 4 turns
  • Espionage training center now trains spies in 2 turns and starts spies at level 3
  • Phasing cloak moved to transwarp fields. Cloaking device moved to warp fields.
  • Displacement device and subspace teleporter sizeHullFactor reduced to 2 (a bit cheaper on larger ships)
  • Added 5% system security to artemis system net so that the AI doesn't assign it a rating of 0 and never build it.
  • Troop transport cost increased by 5, advanced troop transport cost increased by 10. Advanced transports require a star base to build
  • Orbital batteries moved to be a choice with missile base, cost reduced to be the same as missile base. Likewise for the advanced versions. Achilles targeting unit moved where adv batteries were (vs neural scanner), auto lab is now a choice vs positronic computer.
  • Dark quartz removed from possible resources for swamp/tundra, seagrass added. Artifacts removed from possible resources for arid/desert, rare heavy metals added.
  • Defense structure range boost reduced back to 2.

Update: Aug 31, 2019 @ 10:29am

Version 4.5.1 Changes:
Fixed a bug that caused some races to hate the player when they weren't supposed to.

Update: Aug 25, 2019 @ 2:15am

Version 4.5 Changes:

  • Two new galaxy types: Small 4 arm spiral and huge strange galaxy. Due to a bug, switching between galaxy types on the menu may not always update the size list, so you might need to select circle before switching to strange, for example. This bug will be fixed in UCP 6.0.
  • Gargantuan and brobdingnagian galaxies now have more space for stars, allowing them to be spaced further apart. This will increase galaxy generation times (it can take several minutes to generate). Huge strange also uses this expanded space.
  • "neutral" race bias now starts at 0 disposition instead of -0.1, so certain races won't start off at unease anymore. This was done because UCP 5.9 now has custom races use the race template's disposition settings instead of setting all relations to neutral.
  • Increased hull class of military outposts and advanced fighter garrison so that specials take up more space on them (essentially a slight nerf of their attack power).
  • Increased dauntless guidance system space cost by 1/3 (about the same cost as vanilla for a cruiser, still cheaper on larger ships).
  • Defense structures and guardian now get 3x range instead of 2x. This buffs those defenses slightly but will benefit the AI as they will send larger attack fleets. Likely this will be undone after UCP 6.0 as that update will cause the AI to give a greater weight to the range boost in their fleet size calculations.
  • All defenses now use ECM jammers if available (only if using 5XCPC for now). These are given last priority, so they'll be replaced as other specials are researched. This buffs defenses vs missile ships and may nerf them early game vs beam ships (less space for weapons).
  • Removed hit chance penalty due to range for laser cannons (previously -30% at max range). Increased neutron blaster damage by 1.
  • Reduced gravity generator production cost by 25%.
  • Removed "uber gaia transformation" tech from defeating the guardian. Now the Orion Infrastructure can be constructed on gaias directly. Orion still has the unique biome.
  • Cloaking device cooldown reduced to 2 seconds.
  • 5XCPC: Production minor civs (added UCP 5.9) now have similar leveling to the other minor civ types.
  • 5XCPC: Fixed the "aquatic max population" perk that UCP 5.9 broke.

Update: Jun 30, 2019 @ 6:55am

Version 4.4.1 Changes:
This update is just a few bug fixes. Among them:

  • Ironclad turning reduced to 1.5 as originally intended.
  • Torpedoes now travel farther before disappearing so that defense structures can fire them at their full range.
  • Spiral, Cluster, and related special galaxies now spawn an early game planet (medium abundant swamp/arid in adjacent star system usually) for each player like circle galaxies do.
  • Frigates can no longer auto explore. This was causing AI issues.
  • UCP 5.9 adds custom race options to start with any planetary resource. Updated compatibility mod to include 5X resources with updated point values.
  • UCP 5.9 adds minor civ leaders. Updated their bonuses to match other 5X leaders.

Update: Mar 29, 2019 @ 7:55am

Version 4.4 Changes:

  • Bug fixes
  • Changed population growth speeds and research speed settings. Basically as I saw it, there were two issues with the population growth speed settings. I always found the default speed (Fast) for popoulation growth to be a bit too fast, especially once you got mircobiotics. It was like it was not even worth getting cloning center. On the other hand, Normal speed was too slow. This is because of some bad math.

    The way the speeds were set, Fast was 1/3 faster than normal, and very fast was twice as fast as normal, while Slow was 20% slower than normal, and very slow was 1/3 slower than normal. Now this has been adjusted. First, the new "normal" speed is faster than before, and second, slow and very slow are 25% and 50% slower, while fast and very fast are 25% and 50% faster. The speed relations are as follows:

    new very slow + microbiotics = old very slow
    new slow + microbiotics = old normal
    new normal + microbiotics = old fast
    new fast + microbiotics = old fast + cloning center
    new very fast + microbiotics = old very fast

    Research speeds also suffered from the same bad math. I did not change Normal research speed, but now very slow, slow, fast, and very fast, are -50%, -25%, +25%, and +50% research respectively, instead of -1/3, -20%, +1/3, and +100%.

  • Modified the game speed presets (colossal, lightning, etc) and added some new ones. The upshot of using these instead of custom settings it that they also affect how often you get leader offers, which is not available as a separate setting. The "small" speeds give you fewer leaders and the "large" speeds give you more.

    You will get 25% as many leaders on "miniscule", 50% as many on "tiny", 75% on "small", 25% more on "large", etc. These speed modifiers also apply to the original presets (colossal, lightning, etc).
  • Hyper advanced colony ships now place a global DNA scanner
  • Defense blueprints will now have some front facing weapons. This means they can fit more weapons on the blueprint, making them stronger, but they now have a weakness to attacks from behind.
  • Removed phasors from Dragon blueprint and gave it more missiles instead. Also adjusted weapon modifications for monsters. No more space creatures somehow shooting MIRV missiles.

Update: Oct 31, 2018 @ 8:48pm

Version 4.3.2 Changes:

  • This small update contains localization updates (mainly for Russian) and small backend changes. No gameplay changes, so saves are fully compatible. Also deleted some useless yaml code in order to reduce file size and make the files easier to read, hopefully not causing any issues[i.imgur.com] in the process. Let me know if you spot any oddities in the text.