Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
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Update: Apr 30, 2017 @ 9:35pm

Version 3.0.1 Changes:

  • Fixed inertial stabilizer and inertial nullifier taking up too much space
  • Fixed pollution cleanup tech not having a research hologram
  • Increased MIRV space usage from +50% to +75% for balance
  • Increased titanium armor resilience to 7, increased laser cannon AP to 5, decreased fusion beam AP to 13
  • Changed shield regeneration mechanic. Vanilla mechanic: After 5 seconds of being not being hit by any weapons, shields recharge 20-30% per second until full. 3.0.0 mechanic: All shield constantly regenerate 0.5% per second. Revised mechanic: After 1 second of not being hit by anything, shield recharge at 1% per second. This was to correct the fact that all hits were getting the enveloping bonus and none getting the continuous bonus under the 3.0.0 mechanic.
  • Corrected leader combat bonuses being 10 times as powerful as they're supposed to be. All leader bonuses are supposed to be divided by 100 in the code, but Beam damage, beam defense, missile damage, max damage, beam defense vs monsters, missile damage vs monsters, beam damage of orbiting ships, and shield restoration are all divided by 10 instead of 100, leading to them having 10 times the effect. I made all bonuses 1/10 as much, and to compensate for the incorrect tooltip I put a 0 after each number in the tooltip so that "1" still displays as "10." Unfortunately, max damage is not a multiple of 10 for all levels, so that will display incorrectly (e.g. 0.40 instead of 4%). Those bonuses have the right effect at least.
  • Updated telepathic training tooltip to show it gives missions risk bonus in addition to an XP bonus, switched the name and description of telepathic training and stealth suit temporarily since telepathic training is better. This will be rolled back after the hotfix if the hotfix addresses the telepathic training bug.
  • Fixed broken tooltip for Omniscience tech at the end of the tree, though I had to give it an unfitting icon to do so.
  • Increased Antaran homeworld defense fleet.
  • Reduced the number of hyper advanced colony ships given on hyper advanced start to correct the command point deficit.
  • Made pirates weaker I apparently made them a bit too strong in 3.0.0.

Since I have space (character limits are dumb), I'll include some changes from 3.0.0 that I didn't have space to include before.

Additional version 3.0.0 changes:
  • Point defense weapons do 75% damage instead of 50%. Increased the armor on missiles. Pulsar does more damage. This was to increase the effectiveness of fighters mostly.
  • Disruptors now have the point defense mod.
  • Rearranged much of the tech tree to create more interesting tech choices and to accommodate new techs.
  • Slightly increased mission risk for Steal since it was a bit too easy before (it's now back to its vanilla level)
  • Scientists now generate a base of 3 RP each (same as vanilla) but the RP cost of all nodes has been doubled. This was to balance scientist output with buildings and to slow down the pace of research overall.
  • New ships: Bomb Ketch, Advanced Troop Transport, Hyper advanced colony ship, advanced doomstar. Bomb ketch you get at the beginning. It's similar to a frigate but slower and with less HP but much more space. It's designed to carry several bombs and is customizable. Advanced troop transports have fighter bays, bombs, and more HP so that they can act as support vessels in combat. Hyper advanced colony ships are in the planar transcendence node and build all of the structures you need to get a colony started very quickly; they have a large industry cost, but it's worth it for all the buildings you get. Advanced doom stars are at the very end; basically the point is to let you build more than one doomstar once you reach the end of the tree.
  • Starbase, battlestation, and star fortress have increased maintenance cost. You're effectively paying 1 BC maintenance per command point now. Reduced the bonus from the communications techs. You'll have to work harder for command points now.

Update: Apr 21, 2017 @ 8:45am

Version 3.0 Changes

  • New uber biomes for Alkari, Bulrathi, Darlok, and Meklar. Uber biomes have been given an overhaul as well. Now they vary in pollution tolerance and food production, and each race with an uber trait has two unique buildings: one building is built on that race's homeworld only. The second building upgrades the first and can be built on any of that race's uber planets. Each race's uber buildings are unique with unique bonuses and are not researchable by any other race.
  • Rebalance of custom race system. You now have 20 points to spend, but most traits are about twice as expensive as they were before. This allows for more precision in fine tuning the balance. You'll see a couple new traits as well, such as "Tough Marines" that gives your marines an extra hit point.
  • New techs, especially in the end game. Added a new beam weapon at the end, particle beam, that is shield piercing. Added new missiles and torpedoes too in the transdimensional tier. Check out the new transdimensional techs as well. Added an "Omnipotence" node at the very end of the tree after the hyper advanced miniaturizations. Earlier in the tree you'll notice I added some new techs too such as Inertial Stabilizer and Inertial Nullifier.
  • Completely rebalanced weapons. I've done a lot of math to find the right balance for weapons. Now in general, beams are better against hull whereas cannons are better against shields, but overall they are pretty balanced.
  • Improved Orion techs and the Orion homeworld. Death rays are slightly better than plasma beams but not as good as particle beams, and xentronium armor got a boost as well, so now the Guardian is harder to beat. The Orion homeworld now gives an extra food and pollution tolerance bonus and has its own unique surface textures.
  • Made Antaran ships stronger. They will send smaller fleets, but those ships will pack a stronger punch.
  • Made pirates stronger as well. They won't start with any ships initially though. The first pirate ship will spawn on turn 10.
  • New ship types: Bomb Ketch, advanced troop transport, hyper advanced colony ship. Bomb ketch is available at the beginning of the game and is a variant on the frigate hull that is slower and less HP but with much more space available. It's designed to carry bombs. Advanced troop transports are available midway through the tree and are automatically equipped with fighter bays and a couple bombs so they can act as support ships in combat. Hyper advanced colony ships are in the planar transcendence node and build a wide array of structures to get colonies started very quickly.
  • New galaxy ages. Whereas young is ++ minerals -- biomes and old is -- minerals ++ biomes, you'll also see "lush" which is ++ minerals ++ biomes and "sparse" which is -- minerals and -- biomes. Added very young, very old, very lush, and very sparse as well.
  • New galaxy sizes. All galaxy sizes were given a few more stars. Cluster galaxies now generate the same number of stars in each cluster. Added tiny circle, tiny spiral, small spiral, 4 arm medium spiral, small cluster, and huge cluster. All galaxies can be played with up to 9 total players, though that's not necessarily recommended for all types.
  • New planetary density settings. Very low means 50% fewer planets, low means 25% lower planets, high means 25% more planets, and very high means 50% more planets than on medium.
  • Made more AI improvements. Besides changing AI settings, I also had to add a few random bonuses to some buildings, such as -5% buyout cost reduction for interplanetary administration. This is because the AI was giving certain buildings a "rating" of 0 and wasn't building them until they had nothing else to build. Star gates were one of these, and to get the Trilarians to build them, I had to make them upgrade colony base and give the same bonuses as colony base.
  • Star gate is nerfed a bit. You have to research Colonial Infrastructure (previously galactic economics) to get it now, and buyout is not available. Jump gate speed travel time reduction reduced to -25% instead of -50%.
  • Total overhaul of leader bonuses. Max leader level is now 9. Leaders from your race all give 2 bonuses, and leaders from other races give 3 bonuses. They are much better now, though they appear a little less frequently.
  • Spy max level increased to 9, but it takes more experience for later levels.
  • Gas giants now usually have moons, and gas giants and asteroids can spawn with resources (though you won't see the asteroid ones unless you use planet construction).
  • Removed the added space factory buildings that were in 2.3.1. The AI won't build them, so it was unfair to allow the player to use them. It's unfortunate that I had to do this.
  • Made some pollution system adjustments. Pollution cleanup is now available again. Atmospheric renewer and pollution processor give 10 and 25 resp. but can only be built on abundant richness and above. Crust prospector gives 5. Deep core mine no longer gives 10 cleanup.
  • Government support facility is no longer available. This means you'll be running 10% lower morale than you're used to. Don't worry, there's plenty of ways to get enough money like with new, improved gas harvesters that give 10 BC. Ship upgrades are cheaper too. You may have some harder choices to make about striking citizens vs your income though. Now end game morale bonuses actually count for something.
  • Scientists now produce 3 RP each, and the output of some research buildings has been slightly increased, but the research cost of all technologies has been doubled . This was done to balance scientist output with building output and to slow down the pace of research overall.
  • Spanish (Spain) localization added. Thanks Mursilis!
  • Many, many other minor adjustments made, like how scrapping stuff returns more BC now. You'll just have to explore them!

Update: Feb 20, 2017 @ 8:14am

Version 2.3.1 Changes:

  • Fixed food consumption +25% not being exclusive with lithovore
  • Fixed soil enrichment being removed from lithovore tech tree, which caused a couple bugs
  • Fixed ship leader ground combat bonus not contributing to salary or hiring cost
  • Fixed removed star base from advanced colony template because it doesn't generate jump connections properly
  • Reduced shield damage absorption to vanilla values because it was completely nullifying the damage from beam weapons. Shield strength remains at the improved values.
  • Slightly increased the damage done by beam weapons. The damage increase won't show on the weapons screen because to make it do so in this patch might mess up some saved games. Fusion beam increased by 1, ion pulse beam by 3, plasma beam by 5.
  • Soil enrichment can no longer be built on inferno planets
  • Subterranean farm and weather controller can now only be built on planets with farming enabled, excluding inferno
  • Fungal farms now gives +2 food, maintenance cost increased to 3
  • Income bonus perks changed to increments of 30% instead of 25%
  • Fixed research treaty costing absurd amount for certain races.

Update: Feb 17, 2017 @ 8:07am

Version 2.3.0 Changes:

  • Improvements to the AI to make them more aggressive. This involves tweaking racial biases and diplomacy effects. They should also ask for trade and research treaties more often, however.
  • Significantly reduced the diplomatic penalty for using bio bombs.
  • Restored the missions risk race trait and redesigned the Darloks. The Darloks now also start with cloaking device and will use it on all of their ships, including scouts.This should make them much more interesting.
  • Tweaked the Trilarian race design a bit. Gave them -25% food consumption instead of food output, -25% ground combat, artifacts world, and they now start with the new tech: Star Gate, which is like a jump gate you build on your planet instead of at warp nodes.
  • Gave Gnolams the new trait, +25% food consumption, and also gave them gaia homeworld.
  • Adjusted some other race traits as well.
  • Frigates can now auto explore.
  • Scouts will automatically equip cloaking device and later phasing cloak if you have the tech. They will also equip 2 anti missile rockets which, though it won't let them escape from battles on their own, might help them survive if they are caught with your military ships in a battle.
  • Slightly reduced the strength of military defenses to reflect the improve blueprint design and to encourage the AI to attack more.
  • Implemented the latest bug fixes from the bug fixes mod. Also fixed volcanic cooling and instant gaia transform generating pollution.
  • Made it so pirate bases stop spawning after 150 turns instead of 350.
  • Set the default timeline save mode to every 5 turns to help with turn processing time and save file size.
  • Added a new starting age: Advanced Rush, which starts you about halfway between the Advanced and Hyper Advanced starting age and gives you 9 advanced colony ships to start with.
  • Fixed missile weapon damage and fighter drones per group not updating properly on the weapon screen. This bug may have also been responsible for some inaccurate victory chances calculations.
  • Fixed Star Base blueprint using only heavy mount cannons and beams.
  • GNN now gives a "State of the Galaxy" update on turn 405 with the technology rankings of each race. While it reports on the state of everything else twice per game, tech rankings in vanilla are only reported once. This is useful when you have tech victory disabled.
  • Fighter bays are now given free with battle pods, but you have to choose between bombers and survival pods now. Previously there was little incentive to take fighter bays and heavy fighter bays when you got bombers for free.
  • Toxic condensers will now show up properly in Biotechnology for the Klackons and Meklar. Custom races that take production bonuses still can't see it in the tree, but it will still unlock for them once they research Biotechnology.
  • Renamed "Military Tactics" to "Counterespionage" since it only gives security bonuses now.
  • Pleasure dome is now system unique, no longer upgrades holo simulator, and gives +10% morale to the entire system.
  • Cyber Security Link now gives a starting level of 4 instead of 5.
  • Virtual Reality Network moved to Dimensional Control.
  • Neural scanner reduced to 8% from 15%. Previously for every spy you had on counterespionage, you got an extra 15% security (each spy only provides 1-7% on its own depending on level). This was a bit OP.
  • You now start with laser cannons, even on prewarp, and instead you research laser cannon modifications in exploitation. Previously laser cannon mods didn't come until after neutron blaster, which made them kind of useless.
  • Replaced buyout cost reduction leader trait with other leader traits because the buyout cost reduction trait actually increases the buyout cost.
  • Fixed ship leader ground combat bonuses having no actual effect in ground combat. This was caused by them using the colony bonus instead of the ship bonus. Unfortunately the tooltip now displays decimals instead of percents, e.g. 0.1 instead of 10%.
  • Colony leader ground combat bonuses replaced with system ground combat bonus.
  • Removed armor barracks and battleoids from the tech tree. After examining the ground combat code, I concluded these units to be deeply flawed and not worth anyone using. They don't even benefit from racial bonuses.
  • Replaced fighter garrison in combat icon to match the building icon.
  • Added tooltips to indicate ground combat tech strengths
  • Increased the bonuses from most ground combat techs to give them a more significant effect
  • Reduced terraform cost increase factor to 20% per repeated use.
  • Increased BC reward for eliminating pirate bases
  • Trimmed down some yaml files to make the mod file size a little smaller.
  • Scrapping ships and structures now returns 50% of value instead of 25%.
  • Hydroponic farm and fungal farm no longer appears in the tech tree for lithovore races

Update: Feb 6, 2017 @ 12:25am

Version 2.2.1 Changes:

  • Added German, French, and Russian localizations for 2.2.0 techs
  • Added Fighter Garrison planetary defense implemented in Nano Technology tech node as a choice between it and Zortrium Armor.
  • Improved planetary defense blueprint templates.
  • Fixed Antarans spawning in the center of the galaxy sometimes
  • Fixed Galactic Cybernet icon not displaying properly
  • Interplanetary Administration now grants the "Capitol" influence on minor civilizations.
  • Fixed Lopsided starting age not generating

Update: Feb 3, 2017 @ 9:50pm

Turned off something I accidentally left on for testing purposes.

Update: Feb 3, 2017 @ 9:43pm

Version 2.2.0 Changes:

  • Added more choices to the tech tree. Moved missile base to the bottom part of the tech tree so that it's in the same part of the tree as missile techs.
  • Rebalanced some race traits. Gaia is now 3, Creative is 4, Food is now in 20% increments instead of 25%, Morale bonuses are cheaper since mathematically they aren't as good as income bonuses, tweaked race traits accordingly.
  • New tech: Galactic Security Agency. Empire unique, gives +5% empire security. Choose between this and global dna scanner.
  • Reduced missile max damage by 5 for all missile types. The change doesn't display in game, but it does take effect.
  • You now start with Electronic computer. Replaced where electronic computer was with Advanced Electronic Computer, which gives +50. Added +25 to all subsequent computers.
  • Added a second space factory upgrade in Planar Transcendence node.
  • Changed AI settings to make most AIs more aggressive.
  • Reduced fighter range to 100 and fighters per group to 5.
  • Created versions of the toxic condenser for each mineral richness type. Now races with +25% production can build one that gives 5, 10, 15, or 20 pollution reduction on poor, abundant, rich, or ultra rich worlds respectively, and +50% production races can build ones with 10, 20, 30, or 40 pollution reduction respectively. The building cost and maintenance scales with each type.
  • Slightly reduced the growth rate on ultra rich planets for lithovore races.
  • Changed the 100 points cheat to 150 so you can afford all of the positive traits.

Update: Jan 18, 2017 @ 7:56am

Version 2.1.3 Changes:

  • Fixed Hyper Advanced starting age (thanks Exoclyps). The issue was starting with a star fortress. You now start with a battlestation instead. It should work on all maps except small circle vs 6 opponents specifically.
  • Added a new starting age, Lopsided, just for fun. You start with a large chunk of the top of the tech tree researched (up to Teaching Methods) but none of the rest of the tree (you're even missing one of the prewarp techs). You get 1 advanced colony ship, 2 scouts, 1 space factory. The AI starts with that plus 10 frigates, so you are at a disadvantage. 499 BC to start and 7 population. Everyone starts with terraforming and jump gates. Your homeworld has a toxic condenser (20 pollution cleanup) despite the fact that your race may not be able to research or build this building.
  • Fixed a typo in the French localization.
  • Very minor tweak to ship blueprint special system priority order.

Update: Jan 14, 2017 @ 10:28pm

Version 2.1.2 Changes:

  • Updated the AntaranSettings.yaml to fix the Antaran issue.
  • Reduced the travel speed on transdimensional drive to 20, which should hopefully fix the jump gate issue.
  • Added survival pods back in.
  • Put a (bugged) tag on Hyper Advanced so players know it's not functioning right now.

Update: Dec 24, 2016 @ 2:30pm

Version 2.1.1 Changes:

  • Bugfixes
  • Completed German localization
  • Star fortresses now generate a jump gate connection.
  • Changed some icons at the end of the tech tree
  • Research treaties offer slightly less benefit