Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
Spud Dastardly  [开发者] 2017 年 2 月 24 日 上午 1:04
Version 3.0 Upcoming Features
As I have mentioned, there won't be any updates to the mod for a while because I am starting work on Version 3.0. Here are some of the features I have planned:
  • Reworking of the custom race system. I'm going to start by doubling the cost of everything and increasing the number of perk points you can spend by 20 points, and this will allow me to re-tune traits with finer precision. For example, Production +25% is a bit too good for 3 points but not as good as a food bonus, so I'd like to give it 3.5 points, but half points are not allowed. In the new system, I will be able to give it a cost of 7 points.
  • New uber biomes. I am not sure if I can actually do this, but I am going to try. It definitely looks possible, but I might run into bugs which prevent me from being able to go through with it. I want to create uber biomes for the Alkari (Sky world), Bulrathi (Forest world), Darlok (Dark Swamp).
  • More diverse uber biomes. These new uber worlds won't just be there to look pretty. The various uber biomes are going to have different levels of production slots, food slots, food output, and pollution tolerance to offer each a balance. Moreover, when you take an uber biome, you'll get access to two special buildings: one that can only be built on your homeworld, and an upgrade that can be built on your uber biome planets. These buildings will enhance a different trait for each race. For example, the Sakkra will enjoy extra population growth when they've built their uber building on a Tropical world. The cost of taking an uber biome will be increased to reflect this added benefit.
  • More techs. Right now I'm planning on adding more of the starting techs, such as space scanner, to the pre warp sections so you have to research them. At the end game, I'm planning to add a new beam weapon to be a choice with mauler device, and there will be an option to take a hyper advanced missile, torpedo, or fighter in the transdimensional techs tier. Also, I'll add an advanced fighter garrison to transdimensional tactics, a bionic ground combat improvement to transdimensional biology, and a weaker alternative to interdimensional energy harvester that can be built in each system instead of empire unique to transdimensional production. Crazy OP Dark Matter weapons will be added at the very end of the tech tree after the hyper advanced miniaturizations so players who like to complete the entire tech tree get a reward at the end, though most of us will never get to use them because the game is finished long before then!
  • Rebalancing of weapons. Right now beams are terrible since they suffer 4 times damage reduction from shields. I'm going to be doing a lot of math and testing to find the right balance between beams and cannons.
  • Rebalancing of Antarans. Their ships will be stronger, but they will send fewer of them.
  • New Galaxy Ages.
  • New planetary density settings.
  • More and better leaders.
  • One more ship blueprint slot and a new ship type: Bomber frigates. We all build them anyway. These guys will have less HP but more space than a frigate and will by default be equipped with a big pile of bombs. They'll use the alternate frigate ship model by default.

This massive update will take 1 or 2 months to develop and test. When I have a better idea of exactly how long it will take, I'll announce a release date. What else would you like to see in version 3.0? Let me know and I'll see what I can do.

I also have an announcement. I finally set up a donation page[www.nexusmods.com] on Nexus Mods. If you feel like showing your appreciation for my hard work with a donation, I'd be grateful! (Disclaimer: Donations are for showing appreciation only and won't be accepted in exchange for any service or content. My mods are and will always be free for everyone!)

Work in progress update: https://www.dropbox.com/s/ce7w3trdsmqg4o2/5X%20-%20The%20Ultimate%20Balance%20Mod%20v2.5.zip?dl=0
最后由 Spud Dastardly 编辑于; 2017 年 3 月 15 日 下午 8:06
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the oob 2017 年 2 月 24 日 下午 1:06 
"Currently PayPal accounts in Singapore are only able to send payments. This recipient is not eligible to receive funds."

Well, I tried.
Archcraig 2017 年 2 月 24 日 下午 2:51 
Glad to see someone still working on making this game better! Just found out about this mod and planning on using it next play through. Do steam acheivements still unlock once its modded?
Spud Dastardly  [开发者] 2017 年 2 月 24 日 下午 8:57 
引用自 the oob
"Currently PayPal accounts in Singapore are only able to send payments. This recipient is not eligible to receive funds."

Well, I tried.
Oh. That's a dumb rule. Thanks for trying and for letting me know. Fortunately I have a U.S paypal account too. I switched it to that one on Nexus. You can try again if you're so inclined.


引用自 HMRD Archcraig
Glad to see someone still working on making this game better! Just found out about this mod and planning on using it next play through. Do steam acheivements still unlock once its modded?
Yes, achievements should still unlock.
最后由 Spud Dastardly 编辑于; 2017 年 2 月 24 日 下午 9:03
d_iperione 2017 年 2 月 25 日 上午 12:53 
hello,
can you do that the planet barren it is not farmland? Such as toxic, vulcanic and radiated planets.
Spud Dastardly  [开发者] 2017 年 2 月 25 日 上午 8:44 
引用自 d_iperione
hello,
can you do that the planet barren it is not farmland? Such as toxic, vulcanic and radiated planets.
My concern with that is that barrens don't become any better than those other biomes at that point. If I block off the food slots, then the max popoulation gets cut in half. I did have an idea though, where I could leave the food slots open but have them produce 0 food each. This would mean you could make it farmable by building soil enrichment and such. My concern is that the AI would pile on a bunch of farmers producing 0 food though. I'll have to test and see if they're smarter than that.
Dr Sys 2017 年 2 月 25 日 下午 8:44 
I don't know if its possible - but I'd love to see a tech that would allow us to blow up planets with them being populated. I mean, if a stellar converter can target a planet with an "enemy" colony on it, why can't it target an uninhabited planet?
Spud Dastardly  [开发者] 2017 年 2 月 25 日 下午 10:29 
I don't think that's possible. The closest I could do would be to try to make a space factory tech that converts planets to asteroid fields. The game might not like that though since asteroid fields don't have the same size.

Edit: The game freezes if you try it, so I can't do it. The best you'll be able to do is gift the planet to an enemy then blow it up.
最后由 Spud Dastardly 编辑于; 2017 年 2 月 26 日 上午 12:34
d_iperione 2017 年 2 月 26 日 下午 4:19 
引用自 Spud Dastardly
引用自 d_iperione
hello,
can you do that the planet barren it is not farmland? Such as toxic, vulcanic and radiated planets.
My concern with that is that barrens don't become any better than those other biomes at that point. If I block off the food slots, then the max popoulation gets cut in half. I did have an idea though, where I could leave the food slots open but have them produce 0 food each. This would mean you could make it farmable by building soil enrichment and such. My concern is that the AI would pile on a bunch of farmers producing 0 food though. I'll have to test and see if they're smarter than that.

I see.

I always thought that the planet barren is like the moon, that is with no atmosphere. Then you can not farm on a planet with no atmosphere. The idea is as it was in the Moo2 game.
ThomasARK 2017 年 3 月 2 日 下午 2:48 
Could you make bombers and heavy fighters count as bombs for planetary bombardment?
How about an option or mod that lets us choose the largest ship type available? Would like to play some games limited to cruisers and smaller. Can you activate the rankings for victory types not enabled? Ie. if I don't have tech victory turned on, it won't show the rankings in the timeline window
Spud Dastardly  [开发者] 2017 年 3 月 2 日 下午 6:15 
The modding system is quite limited. I can only use features that are already in the game, and many things are hard coded in. Unfortunately, I can't make bombers and heavy fighters count as bombs for bombardment. I could limit the largest ship type available by removing it from the tech tree with a separate mod, but I wouldn't want to add that to 5X. I have no way to activate the rankings for victory types not available, but on the timeline screen you can get a rough idea of how other races are doing by using the graphs.
Exoclyps  [开发者] 2017 年 3 月 3 日 上午 12:39 
It would be possible to make a patch that moves the structure that you need to win the tech victory to a later tech node, (or perhaps even remove it altogether) and as such it would be near impossible to win by that. That ofcourse would be yet another mod.
Spud Dastardly  [开发者] 2017 年 3 月 4 日 下午 9:52 
True. I could also replace stock exchange with an exact copy to disable the economic victory. I'll come up with a mod for that.
UberMega 2017 年 3 月 8 日 上午 12:15 
Spud, you mentioned some pretty cool stuff. I'm really interested in the biomes myself. Brand new biomes are beyond my newbie abilities, though I'm excited to see what you come up with. Personally, I would like to see the Darlok to have a "Shrouded" homeworld, swirling with thick nasty violet clouds. Think of it maybe as a Uber Toxic.

How would one give the 4 races their uber-planets from the start? Is this possible? I was going to remodel my races too and try to incorporate Grasslands, Cavernous, Tropical, and Inferno from Turn 1.

In addition, is it possible to mod one of the yamls, so that when it creates a starmap, there might be small chance that one 1 or 2 planets out of a 100 is in fact an uber-planet?

When it comes to Beams and Cannons, I have not made any calculations, but nevertheless I have given moderate maxdamage buffs to Fusion, Ion Pulse, Neutron blaster, and Lasers. Thos 4 need the most help. As they are now, they are cost ineffective. My changes seem to fit so far.

Keep up the great work.
Spud Dastardly  [开发者] 2017 年 3 月 8 日 上午 1:54 
For the Darlok I've got a "Dark Swamp" uber based on their lore saying they have a swampy homeworld. It looks pretty good. I've used some alternate textures available in the files. I can't create any custom assets though like swirling clouds.

You could give uber planets at the start using the homeworld biome in RacialTraits.yaml. Just create new levels for those biomes and change subterranean, etc, to use those biomes instead.

It is possible to get the galaxy to spawn ubers. You would use BiomeChances.yaml for that.

I plan on doing a bunch of math to try and equalize the various weapons. I haven't started on that yet.
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