Space Empires V
Balance Mod v129 Beta
A new version of the Balance Mod, v129 Beta, is available!

This new version makes some weapon and weapon mount adjustments, further improvements to the intelligence system including a couple of new projects, spreadable plagues and the usual AI updates. It's posted as a beta for now as it will be the last version in the v125+ folder series (so save game compatible with any game started from v125) and I'm sure a few tweaks will be needed. The final v129 will be posted at the end of August, but no reason not to start a new game or continue one with the v129 beta!

Find it here:
https://www.captainkwok.net/balancemod.php

Changes:
1. Changed - Cloaking Devices can no longer be used with drones or satellites due a stacking issue with unit groups 2. Changed - If a treaty is named "War" or "None", an announcement will be made to all players 3. Fixed - Massive Planetary Shield Generator facility did not have the correct shield points for levels 2 and 3 4. Removed - Asteroids will no longer have the damage ability by chance (new maps/games only) 5. Added - Any asteroid field will have the chance to damage a ship that is in the same sector (chance and severity will depend on event settings) [WIP] 6. Changed - Ship damage from intel events will skip armor/shields 7. Changed - Adjusted starting ranges for Anti-Proton Beam and Meson Blaster 8. Changed - Increased damage per level gain for Meson Blaster and extended maximum range to 110 from 100 9. Changed - Phased-Polaron Beam maximum range extended to 110 from 100 10. Changed - Shield Depleter minimum and maximum range changed from 60 to 50 and 90 to 100 respectively 11. Changed - High-Energy Magnifier accuracy now decreases at half the normal height and maximum range extended to 130 from 120 12. Changed - Removed range increases for ship, fighter and troop mounts 13. Changed - Small adjustments to accuracy for base, satellite and weapon platform mounts 14. Added - Heavy mount for Satellites 15. Changed - Adjusted tech area requirements for satellite and weapon platform mounts 16. Changed - Increase seeker speed for Quantum Torpedoes, Crystalline Torpedoes and Alloy Burner Missiles 17. Changed - Reduced cost of Cargo Bay component by 50% 18. Changed - Adjusted Psychic Training Facility scope to Sector Only and added the Combat Best Experience ability with a system scope 19. Fixed - Asteroid field and nebula portrait images were not masking correctly 20. Changed - Made improvements to the weapon range display graphic in combat 21. Changed - Plagues have a small % chance to spread to other colonies of the same player in a system 22. Fixed - Event damage to shield generators was not being applied correctly 23. Fixed - Event damage to ships didn't always consider all of a ship's hitpoints 24. Fixed - AI players were still proposing treaty changes too frequently 25. Changed - AI players will use bulkheads in only outer hull locations 26. Changed - Neutral AI players will no longer accept certain treaty provisions (migration, colonization, minefield codes) 27. Changed - AI players will make better use of 1 or 2 planet systems (asteroid systems) [Confirm] 28. Changed - When in team mode, AI players will extend the attack range of their ships and fleets 29. Fixed - AI players were not considering team mode or mega evil status in empire targeting metrics 30. Fixed - Error in identifying non-breathable population that prevented AI players from undoming colonies at times 31. Changed - Intel ship damage events will skip any shields/armor 32. Changed - Certain intel projects will only occur once per turn per attacking/defending player combination if successful 33. Changed - Intel projects providing system details will only return systems that do not have a presence of the player executing the project 34. Added - New intel project to reveal the location of one of a target player's fleets 35. Changed - Split Planetary Cargo Damage intel project into two projects: Planetary Cargo (Unit) Damage and Planetary Facility Damage 36. Fixed - Sometimes AI players would build a Components Factory on a planet with no Space Yard 37. Fixed - Remotely mined planets were not decreasing in value during finite resource games; not possible to have asteroid field values depleted
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Първоначално публикувано от CaptainKwok:
07. Changed - Adjusted starting ranges for Anti-Proton Beam and Meson Blaster
12. Changed - Removed range increases for ship, fighter and troop mounts
Egad :steamsad: :steammocking:
Nice!

Looks like #6 and #31 are duplicates though. And what does height have to do with weapon damage (#11)? Did you mean rate?
@ekolis Typos!

Meson Blasters got a significant damage boost and slightly better range, Anti-Proton Beams slight shorter range at max level. MBs should be more competitive now.

"Mobile" mounts don't have the range bonuses anymore but they still retain their improve damage/kT amounts versus the unmounted. The change was made to improve the competitiveness of smaller ship hulls when using direct-fire weapons while restoring the natural range advantage of weapon platforms on planets when also using direct-fire weapons.
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