Master of Orion

Master of Orion

Tactical Mod 3.7
vaaish  [developer] 22 Jun, 2019 @ 9:59pm
Dev Changes for 2.7
I'm holding off for UCP 5.9 before starting/releasing 2.7 due to some additions and changes UCP is making but here's the plan once 5.9 is released.

Module changes:
ECM dropped to 30 Missile Defense
Cloaking Device increased to 60 beam defense
Hyper-X Capacitors size modifier dropped to -25% from -50%.

Weapons changes:
Nuclear Missile reduced to 20 Missile Attack.

Drones:
Drones tend to get pretty strong by the end of the game but aren't as good early on. I'm looking into tweaking these a bit to even out the progression. The goal is to make fighter degrade more evenly by making them easier to kill but more of them while heavy fighters survive longer but do less damage per sortie. The intent is fighters do well against poor point defense while heavy fighters do well against heavy point defense.

Fighters: 4 drones per bay
Bombers: 3 drones per bay
Heavy Fighters: 2 drones per bay.

Fighters: 4 hp per drone
Bombers: 8 hp per drone
Heavy Fighters: 16 hp per drone, 2 energy weapons and 1 bomb.


Firing Arcs:
UCP 5.9 is adding the ability to adjust the size of firing arcs. Currently each arc is 120 degrees which makes side and front/rear arcs a bit too forgiving as range increases. Initially I'm looking to change this to the following:

Front/Rear: 90 degrees
Left/Right: 90 degrees

Reduced the cost of the 360 degree arc to 225%

Race AI:
Tweaks to Meklar personalities to make them a little less expansionist They tend to build critical mass pretty fast each game.
Tweaks to Klackon personalities to make them a bit more expansionist. They don't build up fast enough to be a threat most games due to slow colonization.
These are randomized changes

Blueprints:
Klackon tweaks to correct underperforming ships.
Elerian tweaks to correct underperforming ships.
Updated Antarans:
I see two options for these. first is traditional weapons that do heavy damage to planet infrastructure, the second is antarans that blow up planets. This option makes antarans more of a threat and combined with their new blueprints should make them more challenging.
Last edited by vaaish; 14 Jul, 2019 @ 10:06pm
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vaaish  [developer] 13 Jul, 2019 @ 12:03pm 
I'm going to push these changes out in the next couple of days.
vaaish  [developer] 17 Jul, 2019 @ 8:48pm 
I'm putting a hold on releasing the next update. Found a few issues with how the AI is evaluating the blueprints to build which requires me testing all of the races to make sure they are building things right.
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