Master of Orion

Master of Orion

Tactical Mod 3.7
vaaish  [developer] 23 Nov, 2019 @ 5:47pm
Dev Changes for 2.9
For the time being the mod is stable. I've taken a bit of a break so I can come back to the mod changes with fresh eyes and see how it feels to play.

I'm also waiting for UCP 6.0 to be released so I can finish out the Antaran difficulty changes.

The goal for 2.9 is still blueprint testing and ironing out any bugs so if anyone reads this and plays the mod, please let me know what you think!
Last edited by vaaish; 23 Nov, 2019 @ 5:48pm
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Showing 1-9 of 9 comments
LRG_NL 23 Dec, 2019 @ 2:01pm 
thanks for removing the the Tech Tree and thus eliminating the the branch at the Advanced fusion node. I am highly enjoying your mod and appreciate the many personalities each invidual A.I. race may experience. The only downside that I didnt like were the weapon angle's and WeaponMods, but I have overwritten those with my own personal mod.

P.S.1 I have seen that you have add a new folder named .git, is it meant for something in the future?

P.S.2. Have a nice break and merry Christmas:steamhappy:
vaaish  [developer] 23 Dec, 2019 @ 2:17pm 
Thanks! I'm glad you're enjoying the mod! I'd never really wanted to get into the tech tree but when I started redoing the defense blueprints it was necessary so I could direct different AI preferences for defenses. I'm glad I could pull the change and go back to just ships and weapons. :)

What did you dislike about the weapon mods and fire arc changes, if I may?

The fire arc changes were intended to make maneuvering more valuable but I'm not sold on the values as they currently are. I'd highly recommend playing with the weapon mods in place though. It gives the weapons a lot more variety and some of the damage values are balanced against not allowing certain mods. You could end up with some excessively powerful combinations. (graviton with CO, and AF comes to mind).

That .git folder is just because I finally got around to setting up a github repo for the mod to make it easier to update. Nothing special really. Current plan is to finish getting the Terran blueprints into place and add some extra stuff to the rest of the AI blueprints in case players try to sell off tech to AI's expecting them to not use it.

Have a merry Christmas yourself!
LRG_NL 23 Dec, 2019 @ 2:33pm 
It wasnt really a dislike that you weapon mods bring, but more of a inconvenience since my own mod contains the ShipBlueprintTemplate folder, where I have Tweaked the planet defence to only use modded weapons, and I mean all possible mods (CO, HM, AF, enveloping and the missle and torp mods). I could revise on the fire arc, since I have forced my planet defence to use only all sides.
LRG_NL 23 Dec, 2019 @ 2:36pm 
PS: to compansate for the immense costs for all the mods, I have increased the Battle pods to 50% (VeRy OrIgInAl) and gave the megafluxers 25%, instead of 15%
vaaish  [developer] 24 Dec, 2019 @ 2:47pm 
Interesting. Is there a reason you had them all sides?
LRG_NL 24 Dec, 2019 @ 4:29pm 
its mainly to give the defences max firepower at all sides, and not just a portion for one side

Also, it doesnt make sense to me that a defense can can be flanked, like from the rear, since there are for example less weapons installed
LRG_NL 24 Dec, 2019 @ 4:33pm 
Furthermore, it motivates invading forces to show up with a sizeable to overwhelm the last line defences, instead of just using some highly advanced frigates and destroyers.
vaaish  [developer] 25 Dec, 2019 @ 10:16am 
Ah I understand now, I read your earlier comment to be you on;y used the side arcs on your defenses which was really curious to me. I went a bit different route with the defenses.

I gave them some all around weapons to provide their firepower in each quadrant, but with additional weapons in the forward and side arc. The goal being an attacking fleet is rewarded for flanking and splitting the defenses firepower rather than just charging forward and hoping for the best.

I also tried to specialize defenses so the missile base, batteries, and fighter garrison would be more of a useful choice than just whatever. I also upped the space on the hulls to account for using mods.
LRG_NL 25 Dec, 2019 @ 3:08pm 
I totally get your point about splitting and flanking defences, since you are actually ginving the AI the ability and strategic capability to use Napoleon's defeat in detail tactic.
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