Master of Orion

Master of Orion

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Tactical Mod 3.7
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5.270 MB
18 Mar, 2019 @ 4:38pm
22 Mar @ 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 (19)
46
14 Jun @ 11:59am
Dev Changes for 3.7
vaaish
3
20 Aug @ 5:46pm
PINNED: Dev Changes for 3.8
vaaish
42
11 Nov, 2022 @ 5:54pm
Dev Changes for 3.4
vaaish
227 Comments
vaaish  [author] 9 Jul @ 5:47am 
The goal is to fix the imbalance with the small patchy nebula that the AI can't use effectively and make fighting in nebula more of a status effect like in Moo2 so there's tactical consideration for where you engage enemy fleets. In the mean time, if you hover over the system star, the tooltip does give you an indication of the probability you will see a nebula in combat. Minimal means that you shouldn't see a nebula most of the time, but the random generation of them can lead to hitting more than you expect.
vaaish  [author] 9 Jul @ 5:47am 
I believe it's fully intentional. I've seen similar patterns in games like Distant Worlds 2 and it allows for a level of uncertainty and cold war shenanigans without a binary choice between peace/war. It does sometimes lead to war though, since you'll take a diplomatic penalty for attacking their ships and that can tip you into bad relations and eventually war.

I'm not planning to scrap the nebula resize, but you are correct that they are showing up much too often. That's a result of some randomization code the game has that I wasn't aware of that can result in nebulae being generated for a battle even if the star you are around has the hazard level set to none. Sol is updating that code in UCP so that it is subtractive rather than additive which will fix the issue.
lord_khaine 8 Jul @ 2:50pm 
Ah fair. Well i guess as such the opportunistic part is as such in tune with their style.
I guess its then more a flaw of the base game that attacking someone elses fleet dont lead to war.

Another actual point of feedback regarding the mod, is that its super obnoxious when shields dont seem to work in half the galaxy? It can be its bad luck, but i have had them offline in 3 different systems in a row now. With how big a tech investment shields are, i think it would be a better idea to just scrap the nebula mechanic entirely. Personally i really dont feel like it adds anything positive to the game. If Hard Shields then needs more purpose, then possibly they could also be made to protect against bonus damage against shields upgrades.
vaaish  [author] 5 Jul @ 1:27pm 
So the more technical answer is that the personalities have settings for defensiveness and opportunistic. Gnolam has one or both fairly high for all three possible personalities. Opportunistic means they will take advantage of situations like a lone scout or colony ship without an escort they can kill without starting a war. Defensiveness generally means they don't like other factions in their territory. In your situation, you have a shared system. They see that as their territory not a shared neutral space more or less, combined with the traits above, you have a fairly high chance of them attacking stuff that's not around a planet or a outpost even while friendly. They only way to ensure it doesn't happen is a Non Aggression pact.
lord_khaine 4 Jul @ 4:23pm 
I see. The situation -feels- super weird, as im both really friendly with the gnomes, and trading with them, while they also attack my ships the moment they tries to leave the planet in the system we got shared control over.
vaaish  [author] 1 Jul @ 4:43pm 
That's not necessarily funky ai behavior but there could be a lot of factors at play. Each faction in 5x and Tactical mod have multiple different personalities that could impact the behavior, especially if you move a combat fleet through their territory and they think they can take it out. Tactical mod generally improves the ai blueprints so the higher fleet strength may make them feel confident in attacking too.
lord_khaine 1 Jul @ 3:57pm 
There is possibly something funky going on with the AI though? Well i dont know if its baseline behavior. But for some obscure reason a faction i got a decently positive relation with is attacking my ships when they move into range of its fleet. I have seen random scout killing before. But not this.
vaaish  [author] 27 Jun @ 8:45pm 
Glad to hear it!
lord_khaine 27 Jun @ 6:40pm 
Seems UCP was updated a while ago >.<
That solves it. Thanks.
vaaish  [author] 27 Jun @ 7:04am 
If it's locking up on pirates, definitely check to see if ucp is installed correctly. UCP gives pirates dynamic ship designs that both 5x and tactical mod use. If thsts not there it could cause a crash