Master of Orion

Master of Orion

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Tactical Mod 3.7
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5.270 MB
Mar 18, 2019 @ 4:38pm
Mar 22 @ 10:49am
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Tactical Mod 3.7

Description
Tactical Mod adds more depth to the MOO:CTS tactical battles by adjusting the way ships maneuver, giving weapon categories and individual weapons roles, adjusting how player build ships, and changing how the AI designs their ships and fleets. Balance in the mod is not passive mathematical balance. Instead the mod focuses on balance through active decision-making. What this means is a well designed fleet will have an advantage over a generic fleet that can appear unbalanced. A player that scouts and actively adjust designs to counter enemy fleets will do better than if they rely on generic designs and auto upgrades as tech is unlocked.

Larger Ships are now designed to turn and move more slowly allowing for groups of small ships to outmaneuver them in combat and putting more emphasis on mixed fleets rather than building only large ships.

Weapons have seen significant adjustments and continue to be refined. My balance goals follow MOO2 weapons where possible. Weapons now have different combinations of mods available to them following their available mods in MOO2. Cooldowns are based on a 5 second “turn” matching the default auto-pause setting in tactical.

Missiles are your primary weapons early and do high up-front damage but have low rate of fire and can be countered badly by ECM and late game point defense. Cannons are good vs. hull but become less efficient as shields improve and mitigation greatly reduces their damage. Beams become effective mid to late game where their high damage counters shield mitigation and good computers can overcome their inaccuracy, but they don’t tend to be as good against the hull. Torpedoes are standoff weapons. They work well as area denial and are effective against large ships or defenses but are easy to dodge with small fast ships.

I’ve changed the space requirements of weapons and significantly increased the cost of the all-around arc to make ship design more intentional. Normalizing many of the weapons sizes allows you to refit fleets to face different enemies more easily. Weapons now have roles that aren’t always just a linear unlock of damage. Many times, adding mods to an equipped weapon is better than taking a new one.

Last of all, the AI now has significant differences in ship designs, favored weapons, special equipment, and fleet composition between races. I’ve also reintroduced randomized AI personalities so that players don’t always face the same mix of ships every game. The goal behind these changes is to make scouting necessary and force players to design ships to counter specific races and combinations of enemy ships.

For those not on Steam, the mod is available through Nexus Mods:
https://www.nexusmods.com/masteroforionconquerthestars/mods/60
Popular Discussions View All (18)
18
Mar 22 @ 11:01am
PINNED: Dev Changes for 3.7
vaaish
42
Nov 11, 2022 @ 5:54pm
Dev Changes for 3.4
vaaish
12
Jan 15, 2024 @ 5:54am
Dev Changes for 3.6
vaaish
212 Comments
vaaish  [author] Mar 22 @ 8:05pm 
PD got some tweaks and I found that drones were just getting wiped out. They've been hard to get sorted and in my testing always seem weaker choices.
Dizzy Ioeuy Mar 22 @ 8:00pm 
@vaaish
Curious why the hp increase for heavy fighters. Before now fighters/bombers are very strong already. Did you up some PD or something I'm not seeing? Or is the thought to strengthen defenses? I use carrier type designs a lot so maybe I'm just used to offense.

Oh or maybe you have AI ship designs using them more?
vaaish  [author] Mar 22 @ 3:02pm 
If you need any help, send me a friend request and I'll help walk you through it.
vaaish  [author] Mar 22 @ 3:01pm 
csmnstoica, I'm sorry your command points dropped in the middle of your campaign but I can only maintain a single version on steam. There's no rollback available here. I do keep all previous releases on nexus mods linked up in the description above.

Just extract the zip file into your documents > Master of Orion > Mods folder on your PC and in the mod menu, enable the local version of tactical mod instead of the workshop version.
csmnstoica Mar 22 @ 2:26pm 
I found the previous version on Nexus - how do I install it since I have all mods from steam?
Please just upload it to the workshop
Gibrun Thane Mar 22 @ 2:21pm 
@csmnstoica on the modding place mddb? the previous version
csmnstoica Mar 22 @ 2:07pm 
Can you please upload the previous version?
My command points in current campaign went from 500/700 to 1200/700 after the update
vaaish  [author] Mar 22 @ 1:17pm 
Cool, love to hear any feedback you have with the update if you do jump in!
Dizzy Ioeuy Mar 22 @ 1:15pm 
Whoa, a good excuse to play the game again. Been playing Stellaris a bit as I wanted Emperor running big show feel, but been eyeing MOO.
vaaish  [author] Mar 22 @ 10:51am 
3.7 has launched! Please let me know any feedback you have as this might be one of the biggest meta shifts in a while.