Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
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Update: Dec 9, 2016 @ 9:59am

Version 2.1 Changes:

  • Various bug fixes
  • German (Deutsch) localization (mostly complete/fast vollständig)
  • Added new technologies that improve resources. Mid game, you will be able to research Advanced Research Extraction, which includes 7 buildings that are restricted to planets with buildings: Mineral Harvesters: +1 production per worker for Dark quartz and rare heavy metals; Gem and Gold harvester: +1 BC per pop for gold and gem deposits; Artifacts research facility: +1 research per scientist for Artifacts worlds; Tourism infrastructure: +5% morale and +5 BC for natural wonders worlds; Seagrass harvester: +1 food per farmer for seagrass worlds; Fungus harvester: +4 food for red fungus worlds; and Wildlife reserves: +25% pop. growth for prolific wildlife worlds.
  • Added hyper advanced military outposts in Planar Transcendence. Whereas a military outpost is slightly weaker than a star base and an advanced military outpost is slightly weaker than a battlestation, hyper advanced military outposts are slightly weaker than star fortresses and thus provide some extra amount of empire defense for the end game.
  • Changed flag priority of ships so that now when you have a fleet consisting of combat and noncombat ships, it will show the most powerful combat ship on the map. e.g. it will now display a battleship on the galaxy screen instead of a troop transport.
  • Slightly reduced the size of Antaran fleets and replaced Antaran bio bombs with regular bombs.
  • Added two extra levels to minor races and spies.
  • Improved AI ship designs
  • Added a pollution structure only accessible to races with +25% or +50% production. The structure is acquired automatically after researching the Biotechnology tech node. The tech doesn't show up in the node on the tech tree due to the selective nature of it, but it is there and will unlock when you research it. I'm working on getting it to display on the tech tree.
  • Made other minor balance adjustments

Update: Dec 1, 2016 @ 10:15pm

Another hotfix to fix some localization errors. No changes to English version.

Update: Dec 1, 2016 @ 10:56am

Quick Hotfix to match the 33% increase in research points requirements for techs added by the devs.

Update: Dec 1, 2016 @ 9:41am

Version 2.0 Changes:

  • Added French (français) and Russian (русский) localizations. French translation by Laegard, Russian translation by Reriser.
  • Added two new space factory buildings: Research outpost and orbital mining station which can be researched in Planetology. You can build them on any uninhabited planet in a system where you have a colony.
  • Rebalanced the pollution system. Better biomes now offer better pollution tolerance. Along with the new Recyclotron added by the devs, I have also added a new building: Matter Converter which offers pollution cleanup on large and huge planets. Deep core mine now offers 10 pollution cleanup and should be a viable option again instead of core waste dump if you also take flux shield and/or barrier shield.
  • Moved around a couple late game techs.
  • Planetary defenses now start the battle toward the side of the screen with the rest of the defending fleet instead of the center of the battlefield.
  • Rearranged the custom race screen and balanced the new race traits and new DLC races.
  • Increased the number of minor races appearing on circle galaxies.
  • Slimmed down a few yaml files to help with compatibility with other mods and future patches.
  • Increased the value of planetary resources. Artifacts: +5, Dark Quartz: +5, Gold: +5, Gem: +10, Red Fungus: +2, Seagrass: +4
  • Added new planetary resources: Natural Wonders (gives +5% morale), Prolific Wildlife (gives +25% population growth), and Rare Heavy Metals (Gives +2 production and +5 BC)
  • Kept the research output per tile at 2 (devs changed to 3 in the last patch) because my mod already offers more research bonuses.

Update: Nov 15, 2016 @ 12:02am

Version 1.1 Changes:
Fixed the space port not giving +1 BC per population as intended
Fixed other minor issues you probably never noticed
Moved a couple techs around on the tree to make more interesting choices.
Rebalanced races and racial traits again.
Made a couple changes to structures. Marine barracks and Holo simulator now both give 10% morale. Astro university now gives +1 research, +1 production, +1 food per worker like in MoO2. Supercomputer gives +5 research plus 2 per scientist.
Added 5 pre-warp tech nodes: Exploration, Expansion, Exploitation, Extermination, and Expatriation (goes with the whole 5X theme). Now pre-warp is a bit more distinctive as a starting age. Give it a try!
Added a little easter egg in the game's text for MoO2 veterans.