Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
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Update: 24 Aug @ 9:05pm

5X v5.5

New

  • New galaxy type, Simple Circle, in which every star system has a single warpgate and the galaxy is less interconnected and less regular (but not as irregular as Irregular galaxies). This galaxy type has much shorter turn processing times for the AI and can be played on the largest sizes with significantly less wait time than other galaxy types
  • New special galaxy, Medium Wormhole, which uses the Unstable template but with the longer star lanes from Irregular galaxies for the red star lanes, the Vine galaxy-style connectivity for its blue lanes, with more wormholes than you would normally find in a galaxy this size to make getting to the other side more reasonable. This galaxy is complicated to navigate
  • Added one more "current number of colonies" GNN report at turn 610, an "empire population" report at turn 800, and moved around the other late game ones a bit to evenly space it out
Fixes
  • Reduced Scrap BC returns from scrapping structures from 2 BC to 0.75 BC and ships from 1 BC to 0.75 BC to fix an unfortunate balance error of mine where you got double the returns from structure scraps compared to trade goods which created an exploit, and to give less from scrapping ships than trade goods. Sorry I did not address this sooner
  • Addressed a 9 year old base game bug where the ocean transformation tech has a broken research hologram. This asset is missing in the game's files and can't be recovered. Changed it to the tropical transformation hologram as a better placeholder
Changes
  • Changed irregular galaxy star lane distribution for less awkward connections and reduced max star gate count to 4 for irregular galaxies
  • Changed huge annular galaxy so that each sector is internally connected like a Vine galaxy
  • Changed Unstable galaxies to have less stable lane interconnectivity and fewer warpgates per system, and changed the background prefab on medium and large sizes to a better fitting one
  • Changed Vine galaxies to have a greater minimum distance between stars
  • Stealthy ships now reduces the ship detection range by 75% instead of 50% and costs 2 points
  • Reduced anomaly BC rewards, especially the largest ones
  • Rebalanced ship drive costs and space. Increased the production cost of higher drives. Sizes below cruiser save space with lower drives, while sizes above cruiser save space with higher drives
  • Increased Antaran drive battle speed to match Interdimensional Drive: about a doubling of their battle speed which also comes with an increase in beam defense. Antarans are now harder to defeat than ever before.
  • Added multiwave ECM jammer to Antaran Cruiser, Battleship, and Titan
  • Increased production cost hull size factor of battle pods. Putting battle pods on a ship, especially a larger hull, will significantly increase the production cost of a ship design (equal to twice the base cost). Removed battle pods from some Mrrshan blueprints
  • Increased space cost of Reinforced Orbital Weaponry to slightly reduce how beneficial the technology is. It takes up around the same space as a drive on a mobile ship
  • Changed probability of secondary/tertiary race personalities to 30/20 instead of 35/15. This will make the tertiary personality a bit less rare
  • Reduced salary cost for Salary Reduction and Leaders Hiring Cost leader perks
  • Increased Star Fortress upkeep from 12 to 15
  • Increased Interplanetary Administration production cost from 200 to 250
  • Increased Galactic Currency Exchange production cost from 500 to 1000
  • Reduced star base, battle station, and star fortress CP generation by 2 each to 8/10/12. Increased base CP by 2 so you still start with the same amount. This will reduce fleet sizes a little bit and mitigate runaway command points
  • Increased military outpost cp cost from 3 to 4 and advanced outpost cp from 5 to 7
  • Increased military outpost production cost to 75 (15 turns with normal space factory) and advanced to 150
  • Increased artemis system mine count from 8 to 12
  • Increased the base hull production cost of advanced troop transports from 20 to 35. These ships now cost an additional flat 15 production.
Addons
  • (5XCPC) Fixed updated lithovore balance not applying in 5XCPC. It's now using the correct (higher) values, making lithovore races grow faster.
  • (5XCPC) Reduced the race perk cost of the following starting techs by 1: cloaking device (2), terraforming (3), interplanetary administration (4), advanced city planning (5)
  • (5XCPC) Darloks given +20% security, up from +10%
  • (5XCPC) Reduced the chance weights of the diplomatic union/assassination/cooperation/misunderstanding random events in 5XCPC (from UCP) from 0.08 to 0.05, which makes these events occur less often
  • (STT) Fixed broken starting cloaking device tech in Split Tech Tree
  • (STT) Choosing the terraforming starting tech will now complete Biology V automatically when it is reached in the tech tree. This fix causes some minor issues with the tooltip for that perk on the custom race screen.
  • (STT) Advanced starting age now starts you at Biology IV instead of Biology V
  • (STT) Sociology XIII is now a choice between galactic currency exchange and galactic command center
  • (C5XA) Added missing hyper advanced chemistry miniaturization icon to Custom 5X Assets. Re-run the Java installer for Custom 5X Assets to get this icon

Update: 2 Apr, 2024 @ 7:43pm

Version 5.4.1 Changes:

  • Added localizations for Hyperspace Flux Immunity perk in other languages. Feel free to suggest a better translation if you play in a language other than English.
  • Removed the line in description.txt about the armor penetration cap changing.
  • Corrected the broken Astro University description in all languages.
  • Fixed the Darlok uber perk icon that was erroneously assigned to use the Custom 5X Assets icon in the base mod. Custom 5X Assets users unaffected.

Update: 2 Apr, 2024 @ 7:42pm

Update: 29 Feb, 2024 @ 8:57pm

Version 5.4 Changes:

  • Fixed a blueprint issue with advanced military outpost that causes it not to prioritize heavy mount weapons.
  • Fixed an issue where fighter garrison can't be targeted by missiles because it has the wrong shield boundary configuration (also in UCP).
  • Fixed the inferno transformation description to reflect that it transforms barrens, not terrans.
  • Espionage changes:
    - Sabotage duration reduced to 4 turns from 8
    - Contaminate duration reduced to 8 turns from 10
    - Steal tech duration increased to 20 turns from 10, XP per turn reduced to 5 (from 7), and base risk increased to 0.85 (from 0.8)
    - Infiltrate empire duration reduced to 6 turns from 8
    - Revolt XP per turn reduced to 7 from 10
    - Espionage descriptions and tooltips updated.
    - Stealth suit changed to -20% (from -25%)
  • increase build cost and upkeep of normal and advanced missile base, orbital battery, and fighter garrison.
  • Microlite construction changed to -20% cost instead of -25%
  • Increased the RP requirement to end the Plague and Supernova events to 100 and 250 respectively (from 50 and 200)
  • Corrected the tooltip values for scanner bonuses. The new values reflect the bonuses actually given in game, which means the actual scanner range has not changed.
  • Added 1 bomb to troop transports and to all AI ship blueprints that didn't have one. The AI does not consider a ship a miltary ship unless it has a bomb. Reduced bomb counts on other blueprints to compensate. Should improve AI behavior during wars.
  • Planar transcendence now offers a choice between particle beam and chromodynamic bomb because some players want to exclude beams from their blueprints and every other beam is a choice.
  • Increased death ray armor penetration from 25 to 35, putting it above plasma beam and increasing its effective damage by 40%. Should provide a more formidable Guardian, a better reward, and the Antarans won't need to send as many ships
  • Updated some AI build priority settings to hopefully get them to build a bit more optimally, particularly getting planetary defenses up a bit sooner
  • 5XCPC: New optional starting techs for custom races: Reinforced orbital weaponry, Cloaking device, Multistate insulator, Interplanetary administration, Advanced city planning
  • 5XCPC: Darloks given starting cloaking device and +10% security instead of +25% beam defense and +20% security
  • 5XCPC: Added "hyperspace flux immunity" perk to Special Abilities for custom races (1 point)
  • 5XCPC: Extended hyperspace flux turn length
  • 5XCPC: -50% assimilation rate perk now -2 points instead of -1
  • 5XCPC: Klackons gain +25% ground combat rating
  • Reduced size of cloaking device and scanner beacon
  • Changed some uber planet pollution degradation biomes. For example, inferno can now decay to barren in the outer orbits.

Update: 16 Nov, 2021 @ 10:20pm

Version 5.3 Changes:

  • Added the UCP 6.3 difficulty settings for AI espionage bonus and espionage modifier to insane and impossible difficulties. Rerun UCP installer if you have not done so since September 30, 2021.
  • Star base and military outpost will no longer use ECM jammer. Altered their weapon space allocation a bit too. Hopefully this will address the few remaining cases where those defenses were not equipped with any heavy mount weapons.
  • Made the AI value their own tech than others a bit more. This is a revert to the base game values and intended to stop the AI from trading too much.
  • Monsters get 50% more HP. Big amoebae move slower, while their smallest spawns move faster. Squid moves faster. Fixed an issue with weapon slot allocation in squid blueprint. Eel gets tritanium armor instead of titanium but class iii shields instead of class v shields.
  • Increased RP costs for some early game techs but slightly reduced pre-warp tech cost. Previously 50, 100, 200, 400, 800, 1600, 3200 (doubling each time), now 40, 100, 250, 500, 1000, 2000, 3200 (ratios of 5/2, 5/2, 2, 2, 2, 8/5).
  • 5XCPC: Lucky trait cost increased to 3 due to UCP now making the Antaran attack reduction work. Gnolams given beam defense -25%.
  • All races now start with a star base on pre warp

Update: 25 Aug, 2021 @ 7:55am

Version 5.2 Changes:

  • Inferno transformation is now restricted to volcanics and barrens (no longer terrans).
  • Tech victory buildings can now only be built on Orion.
  • Space academy is no longer transferred on planet capture (vanilla issue, also fixed in UCP 6.3).

Update: 20 Jul, 2021 @ 7:38am

Version 5.1.2 Changes:

  • Fixed trilarians not starting with engineering tech as intended in 5.1.1
  • GMF share thresholds decrease more evenly to 9 players instead of a sudden drop from 8 to 9

Update: 7 Jul, 2021 @ 3:20am

Version 5.1.1 Changes:

  • Reverted Gnolams and Trilarians to previous design to fix point disparity.
  • Sakkra given adaptive, pop +50% instead of pop +25, food +25, ship cost -25.
  • Added a fix for Mike's new races. MNR should go between UCP and 5XCPC in the load order.

Update: 28 May, 2021 @ 10:33am

Version 5.1 Changes:

  • New galaxy type: "Unstable." The layout is similar to a circle galaxy, but there are unstable (red) star lanes throughout it. Sizes: Medium through Gargantuan.
  • Spies:
    Spy center system security bonus reduced to 5%.
    Reduced interplanetary security transmitter and global dna scanner production costs by 1/3.
    Assassinate length increased to 12 turns.
    Spy level limit increased to 15.`
  • Races:
    Adaptive cost increased to 7.
    Gaia HW cost reduced to 4.
    Gnolams: Given adaptive trait instead of gaia HW and improved negotiations.
    Alkari: Removed security bonus, Large HW, and Arid HW. (Arid planets aren't cloudy...)
    Mrrshan: Removed security bonus, given engineering starting tech instead.
    Sakkra: Removed ground units bonus, changed +50% pop growth to +25% growth, +25% food
    Terran: Arid HW with red fungus added. Traded engineering starting tech for physics.
    Human: Removed morale +10%, trade goods +50%, added credits +25%, -10% security, increased trade treaties to +50%.
    Klackon: Reduced production to 25%, pollution control to 15%, added -25% credits, unwavering morale, and large HW.
    Elerian: Removed rich HW, added command points +15% and large ocean HW.
    Trilarian: Removed food consumption -25% and engineering starting tech. Added +25% beam defense and seagrass.
  • Leaders:
    Bonuses: Empire security, research, and credits bonuses changed to increments of 3% starting from 3.
    Upkeep: Fleet ground combat bonus cost increased to 2 BC per level. System ground combat bonus cost reduced to 1 BC per level. Trade treaties income bonus increased to 3.
    Traits: Cesar (Silicoid) given leader salary reduction instead of trade treaties bonus. Anile (Psilon) given trade treaties bonus instead of colony research bonus. Daza (Psilon) given colony research instead of colony production.
  • AI:
    Increased AI priority on building planetary defenses.
    AI civs no longer start with one extra bomb ketch on post warp.
    Revised some AI personality settings to make them less likely to get into wars too early and more likely to form mid game alliances.
    First full pirate fleet spawns 13 turns after base spawn instead of 1 turn. Bases still spawn with 1 initial raider. Slightly delayed pirate destroyer and cruiser turn thresholds.
    Removed the +1 detection range from pirate ships. This made you able to spot them coming sooner compared to other ships of the same size class.
    Antarans get chromodynamic bomb instead of neutronium. Increased Antaran ship bomb count.
  • Technology:
    Xenology now comes after private funding. Counterespionage moved to where Xenology was for 800 RP.
    Bomb chance to hit reduced to 25/35/50/65/85% for Nuclear through Chromodynamic respectively.
    UCP invasion tech capture chance halved
  • Command points:
    Base command points reduced to 10 from 30. Capitol gets 10 command points bonus.
    Removed non-working CP cost from surveillance system, replaced with 3 bc maintenance cost.

Update: 26 Dec, 2020 @ 10:29pm

5.0.1

  • Fixed a couple of tooltips/descriptions that needed to be updated to v5.0 values.
  • Fixed some localization issues in Russian and Spanish (Spain)
  • Fixed a game breaking bug that causes the game to hang when the Bulrathi AI is in a match. (my bad, sorry)