Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
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Update: Oct 26, 2018 @ 8:03pm

Version 4.3.1 Changes:

  • Bug fixes
  • Some balance adjustments. Shield capacitor and multiphased shield buffed. Battlecruisers get slightly less space. Bio bombs take up less space. Some other ship modules have slight adjustments as well.
  • Combat speed now has a larger effect on beam defense. Previously, a combat speed of 1.7 would get you 15 beam defense, and a speed of 7.3 would get you 30 (it increases logarithmically). Those numbers are now 25 and 50 respectively. Base beam attack (without any computer) increased from 20 to 25 to balance this change. Also, since missiles also get a beam defense benefit from speed, lower tech missiles are now slower.
  • Black hole spawn rate increased following UCP change to galaxy generation algorithm.
  • Tooltip added to beams/cannons showing accuracy loss due to range
  • Tooltip added to missiles showing missile attack, which is used to determine chance to hit vs jamming tech.
  • Tooltips for ship stats on blueprint screen expanded with some formulas explaining some game mechanics, such as resilience.

Update: Aug 25, 2018 @ 7:56am

Version 4.3 Changes:

  • New weapons, Nucleonic Charges and Antimatter Charges. These weapons deal splash damage, making them ideal against groups of smaller ships. It uses a special slot instead of a weapon slot. The first tech is in the Fusion Weapons node, and the second is in the Molecular Engineering node. These techs are miniaturized by bomb miniaturization techs.
  • New star type, Black Hole. This star type uses an unused black hole visual effect from the game's files. Typically they have few planets around them, and those planets that are found tend to be terrible biomes but rich in minerals, however there is a small chance to find an uber planet biome around one.

    This star type is uncommon and may not spawn at all on smaller galaxy type, though a bug does cause them to be spawned more than they're supposed to for certain galaxies (this bug will be fixed in UCP 5.8). They spawn more often in older and sparser galaxy ages. When you mouse-over the star, a description will appear, but the icon will be missing unless you install the Custom 5X Assets mod.

    On a few galaxy types, such as tiny spiral, the Orion system is always a black hole. Your home system can never be a black hole.
  • Brown stars now also have a small chance to spawn an uber biome planet around them.
  • Wormholes now have a chance to spawn asteroid belts around them. You can even construct planets out of them and colonize such systems.
  • Added a new tech, Automated Armor Turrets, which provides a ground combat bonus for armor barracks units. However, this tech will not be functional until UCP 5.8 is released and is only available if you are using the 5X UCP Compatibility mod. Also adjusted battleoids tech to give +1 HP and a combat bonus instead of +2 HP, and again the combat bonus part will only work once UCP 5.8 comes.
  • Heavy armor now can't reduce damage below 75% of the base damage (previously 50% in 5X but 75% in vanilla). Increased the cost and space requirement of heavy armor a bit. Updated the description for heavy armor to now include the full formula for how resilience and armor penetration work. I'm planning to add more formulas to other tech descriptions in the next update to clear up some game mechanics, like the beam defense formula and spy mission risk formula for example.
  • Reduced space/cost requirement for Multiphased Shields and Hard shields.
  • Increased production cost of battle pods (still takes 0 space, just adds to build time).
  • Reduced space requirement for pulsar
  • Updated AI ship blueprints: Nucleonic/antimatter charges added, reinforced hull given lower priority, bomb ketches for AI now only carry 1 bomb since they like to build so many of them.
  • Updated some research holograms for hyper advanced techs to match the icons I gave them in the last update. Some other icons were changed as well (doesn't require custom 5X assets for any of these changes). Terran planets now have a new look on the main galaxy screen (the model is actually supposed to be the Earth), and the old Terran model is now used for Coral World.
  • Advanced/Hyper advanced colony ship now places Government Support Facility if you have it researched.

Update: Jul 9, 2018 @ 10:40pm

Version 4.2.1 Changes:

  • Nerfed pirates a bit. Destroyers and cruisers will be sent out later. Pirates stop spawning at turn 200 instead of 150. This is due to complaints that pirates are too hard on pre-warp.
  • Adjusted Orion guardian blueprint again to make it more effective against fleets of smaller ships (more auto fire weapons)
  • Updated race perks for UCP compatibility mod to reflect the recent UCP change to high gravity

Update: Jun 22, 2018 @ 6:08pm

Version 4.2 Changes:

  • Military outposts are now stronger (as strong as a star base) and now have to be researched in the tech tree (tier 2). Advanced military outposts have also been improved to be as strong as titans. They are now given for free when you research that node rather than occuring as a choice.
  • Re-arranged a lot of early game techs based on feedback on the changes I made previously, particularly on the bottom part of the tech tree. See government, physics, and biology in particular. The pollution techs were moved around, and missile base is now back in advanced fusion, among other things.
  • Pollution processor no longer upgrades atmospheric renewer since atmo. renewer is no longer given for free. Now there's just one version of the pollution processor that gives 15 on any mineral richness.
  • The Orion guardian is now stronger. Let me know if I overdid it. The intent is to be able to beat the guardian once you get past the Zortrium armor level.
  • Changed the icons for several added 5X techs, mostly in the transdimensional node so they aren't using the same icons as other techs.

Update: May 18, 2018 @ 7:34am

Forgot to update the tooltip on military outposts to reflect the new command point cost. Fixed this with a quick update.

Update: May 18, 2018 @ 7:11am

Version 4.1.1 Changes:

  • This update contains mostly minor bug fixes fixing a few issues reported here in the forums, like bio engineering upgrading the wrong tech and missiles only firing forward.
  • Advanced colony ship no longer places biospheres on colonization because it doesn't check whether there's a moon.
  • Military outposts and advanced M.O.s now cost 3 and 5 command points respectively.
  • Military outposts no longer use missiles and will use heavy mount cannons and auto fire beams. Planning to improve the outposts in the next update.

Update: May 4, 2018 @ 4:30am

Version 4.1 Changes:

  • Rebalanced command points. Everything is essentially doubled to allow for more fine tuning, so don't be surprised when you start with so many points.
  • Space academy and galactic command center now both provide -25% command point cost to frigate, bomb ketch, destroyer, ironclad, cruiser, gunship, battleship, battlecruiser, titan, dreadnought, and advanced doomstar. The two buildings stack (so -50% for both).
  • Rearranged the early game tech tree to make branching choices on the first 4 post warp nodes. Some techs have been moved around, some earlier and some later. Re-introduced the government support services as an early game +BC building. Let me know what you think.
  • Contaminate spy mission now reduces population by 1 per turn for 3 turns. Mission length and risk adjusted accordingly. Also shortened mission length on sabotage and destabilize missions and slightly increased Steal mission risk.
  • Spies on counter espionage now provide 0.5% security per level instead of 1% per level (this is why I increased the risk of steal).
  • Max spy level increased to 10
  • New galaxy types: medium web, large triple, and two more strange galaxy sizes. Strange galaxies moved to their own category. Medium web is a larger version of the tiny web galaxy, and large triple has 3 clusters of stars with two star systems that serve as the nexuses connecting the three, only accessible via unstable lanes. One of the two special star systems is Orion.
  • Updated anomaly settings to grant the 4.0 ship hull types.
  • Removed command point bonus from artemis system net. Turns out it was getting the bonus from communications techs, which was not intended. I'll need to replace this bonus with something in the next update to encourage the AI to build this tech more since otherwise they give it the lowest possible build priority.
  • Made a few small adjustments to ship module size/space requirements. In particular shields and drives are a bit cheaper on larger hull types now.
  • Increased range of torpedoes, torpedo range now gets longer with better torpedo techs, fast torpedoes now travel at 2x speed instead of 1.5 and the production cost of fast torpedoes is reduced.
  • Fast missiles now increase the range of missiles by 50% in addition to increasing their speed. Reduced the base range of missiles a bit to compensate. Fast missiles were almost entirely worthless before.
  • Reduced the range of fighters a bit. Better fighter techs have more range.

    The above 3 changes were all done to bring torpedoes, heavy mount weapons, fast missiles, and fighters all around the same range because the sniper ship profile stops once the longest weapon range on the blueprint gets into range. AI blueprints adjusted so sniper profile ones now use all long range or normal range weapons so they don't waste weapon space on weapons that won't always get to fire.
  • Adjusted a couple maintenance costs. Research labs now only give +2 research.
  • Creative perk is now 1 point more expensive due to the early game tech tree change, and uncreative is -1 more as well. Adjusted race perks and did some other race perk balancing as well.
  • Minor bug fixes and localization fixes. Might have forgotten a couple other minor changes along the way as well.

Update: Apr 7, 2018 @ 8:02pm

Version 4.0.1 Changes:

  • Fixed some minor text errors
  • Made some balance adjustments to the new ship hulls.
  • Lowered cost of research treaties for UCP users
  • Increased the command point cost of all combat ships by 1 (except Titan/Dreadnought increased by 2). Increased starting command points by 5. This was done to make it harder to rush large fleets of frigates early on and to balance the fact that command points become plentiful later in the game and lower fleet sizes in general to improve performance and make planetary defenses and outposts more effective.

Update: Mar 30, 2018 @ 7:45am

Version 4.0 Changes:

  • New ship hulls: Ironclad, Gunship, Battlecruiser, and Dreadnought. The Ironclad is an alternate destroyer that is faster and has more HP but less space and turning. Gunship is an alt cruiser that's slower with more space, less HP, and better turning. Battlecruiser is an alt battleship that has a lot more speed and turning but less space and HP. Dreadnought is an alt titan with a lot more space and a lot less HP, with slightly better speed and worse turning. Each hull appears as a branch choice in the tech tree between the original and alternate hull.

    The AI all have alternate blueprints for these hulls and individualized research preferences, which should lead to more diverse armies for them. Starting fleets adjusted for all starting ages. Added two new tech nodes to accommodate the battleship and titan choices.
  • There's now basic and advanced versions of the resource buildings.
  • Changes to ship drive speeds: Tooltips before gave inaccurate information (+50% combat speed was actually giving a different % amount for each hull). Adjusted the mod values so the tooltips are accurate, lowered the base speed of all hulls and increased the drive bonuses, making drives more valuable. Check the tooltips on ship hulls for all drive speeds.
  • Added tooltips for ship hulls in the tech to show space and turning speed.
  • Race traits: +credits cost increased, -food consumption cost decreased, auto repair cost decreased, race traits adjusted accordingly.
  • Nerfed pirate frigates since the AI couldn't deal with them.
  • Bonus for Researcher minor civs significantly reduced.
  • Reduced Armored ground unit HP to 3 (5 with battleoids). I forgot I had given them a huge boost when they were at the end of the tech tree.
  • For UCP users: Added back in Biospheres to give +max population. It requires moon, found with orbital shipyard and moon labs. Bulrathi and Sakkra uber buildings now give +max population. The Wildlife Reserves resource buildings give +max population.
  • For UCP users: Research treaties now last 40 turns. Also set the AI to not ask for the same deal more than every 40 turns (they will ask for other deals instead), which should reduce the frequency with which they ask for share charts without adversely affecting how often they make research/trade treaties.
  • Other minor bugfixes and balance tweaks.

Update: Feb 23, 2018 @ 7:04am

Version 3.6 Changes:

  • Added more timeline save modes, now possible to save every 1, 2, 3, 4, 5, 10, 15, or 20 turns. Useful for lowering huge save game file sizes.
  • Advanced transports now cost 2 command points (1 with space academy)
  • Minor adjustments to AI blueprints. Lightning fields have a higher priority on star fortress since they instantly kill fighters.
  • Minor AI personality tweaks
  • Added third Omnipotence node at the end, changed up the techs and miniaturizations at the end.
  • Moved advanced resources techs back 1 tier and spread them out over several nodes. Restored the previously removed Advanced Robotics node, which now has armor barracks and rangemaster. Other techs moved around accordingly.
  • Minor bug fixes
  • Leader bonus for buyout cost now in smaller increments
  • Capitol now upgrades colony base
  • Maintenance costs adjusted. Notably, colony base now costs 1 maintenance. It was only set to 0 before because it was useless for lithovore, but since I added +1 production a while back, 1 cost is justified. Money was too easy to get anyway. Feedback on new money balance is welcome.
  • You can no longer buy the structure Geosynchronous warehouse.
  • Low gravity perk is now mutually exclusive with -25% production due to an exploit where you could by taking a credits build abandon all production entirely while taking a bunch of free race points.
  • Silicoids now have -25% production instead of -20% growth.
  • Difficulty settings and stealth suit bonus restored to intended values for UCP compatibility mod following the last UCP update.
  • All buildings with the colony credits bonus (spaceport, some uber buildings) now only give a bonus to tax revenue.
  • Inferno uber now gives +2 research instead of +2 production.