Master of Orion

Master of Orion

Tactical Mod 3.7
vaaish  [developer] 9 May, 2020 @ 7:38am
Dev Changes for 3.2
Reduced Orion Guardian hull to make attacking it a viable mid game strategy.
Tweaked ship AI profiles slightly to make larger ships more likely to hang back.
Added Fallback in case missiles are unavailable for AI blueprints
Adjusted visual scale of ships in tactical to make the battle field feel larger and give more space to maneuver.
Tweaked Dragon loadout to have 5 parasites per bay.
Tweaked parasite weapons to ignore shields.
Adjusted Dragon Parasites to be less durable.
Reduced Antaran victory chances slightly to better manage the size of their fleets.
Increased all ECM missile avoidance by 5 make it more useful.
Multiwave ECM Hull size factor reduced 1.7 -> 1.5
Increased Displacement Device range 30 -> 50.
Increased Displacement Device Cooldown 7s -> 15s
Increased Displacement Device warmup 0.5s -> 1.0s
Increased Subspace Teleporter range 75 -> 100.
Increased Subspace Teleporter Cooldown 15s -> 20s
Increased Subspace Teleporter warmup 0.5s -> 1.25s
Drone regen upped .25 -> .5
Reduced Fighter HP 8 -> 4
Reduced Bomber HP 6 -> 2
Reduced Heavy Fighter HP 10 -> 8
Reduced front and rear arcs 90deg -> 85deg
Adjusted bomb damage for use on bombers
Adjusted bomber bomb cooldown to follow turn times
Adjusted bomb AP for better scaling with bombers
Increased PD accuracy 1.25 -> 1.5
Increased AP of Neucleonic charges 10 -> 15
Increased AP of Antimatter Charges 15 -> 20
Nuclear Missile size reduced 15 -> 10 to boost slow research races
Nuclear Missile given MIRV to boost races with slow research
Nuclear Missile damage increased 25 -> 30
Nuclear Missile AP increased 5 -> 7
Merculite Missile AP increased 10 -> 15
Pulson Missile AP increased 15 -> 20
Zeon Missile AP increased 20 -> 25
Quantum missile AP increased 25 -> 30
Missile cooldown (Merculite, Pulson, Zeon, Quantum) increased 15s -> 20s
MIRV size factor reduced 0.75 -> 0.5
Fast Missile Racks hull size factor increased 1.9 -> 2.0
Proton Torpedo damage increased 40 -> 45
Antimatter Torpedo damage inceased 55 -> 60
Plasma Torpedo damage increased 65 -> 70
Energy Absorber damage reduction increased 50% -> 70%
Energy Absorber duration increased 10s -> 20s
Energy Absorber cooldown increased to 45s
Cloaking Device cooldown 3s -> 2s
Cloaking Device Beam Defense decreased 60 -> 55
High Energy Focus damage boost reduced 50% -> 25%
High Energy Focus hull size factor reduced 1.9 -> 1.75
Increased Shield Capaciter bonus 0.75 -> 1.0
Phasor Damage reduced 15 -> 13
Phasor ap reduced 15 -> 12
Gauss AP reduced 20 -> 18
Gauss Damage reduced 25 -> 24
Pulsar damage reduced to 45 -> 25
Pulsar cooldown reduced 10s -> 5s
Pulsar AP reduced 30 -> 10
Shield strength increased for Class V, VII, X, and XII shields
Shield Recharge slightly increased for Class III, V, VII, X, and XII shields
Hard Shield damage mitigation increased 3 -> 5
Plasma Web splash area set to 5
Plasma Web duration set to .25s
Plasma Web hits set to 30
Plasma Web hit interval set to 2.0s
Plasma Web damage set to 40
Last edited by vaaish; 26 Dec, 2020 @ 2:07pm
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Showing 1-15 of 26 comments
vaaish  [developer] 4 Jun, 2020 @ 9:24pm 
Last edited by vaaish; 4 Jun, 2020 @ 9:25pm
vaaish  [developer] 15 Aug, 2020 @ 12:15pm 
Updated changelog for 3.2
vaaish  [developer] 23 Aug, 2020 @ 3:07pm 
Updated changelog for 3.2 again.
vaaish  [developer] 23 Sep, 2020 @ 6:39pm 
Added final changelog for 3.2. Doing final testing prior to release.
hernang.ortiz 18 Nov, 2020 @ 4:28am 
These upcoming updates look great (not sure what led to pulsar being drastically weakened )

I may finally return to master of orion to try this once 3.2 is released
Last edited by hernang.ortiz; 18 Nov, 2020 @ 4:40am
vaaish  [developer] 18 Nov, 2020 @ 6:12am 
Thanks, I'm still doing some final testing on this and I plan to release with UCP 6.2 and 5x. A few 5x changes to the tech tree are being balanced :)

The pulsar was changed because it scaled too well and could cripple a fleet. The new version does a really good job at stripping shields and crowd control against small craft but it's not as efficient against larger targets. Other changes are due to UCP fixing AP for it which required toning it down some. It's not really weaker so much as more directed. The same goes for the plasma web which is now quite useful to counter ARU's.
vaaish  [developer] 19 Nov, 2020 @ 8:37pm 
Updated changelog again. Testing a few changes to missiles to adjust balance for upcoming 5x changes.
Albinator 9 Dec, 2020 @ 3:16am 
Hey there !

I'm playing with this mod, which indeed makes battles more exciting.
Here is a battle exemple that comes to my mind, showing the excitement:

I send 20 battle-ships to destroy a battle-station + adv-missile-base + orbital-batteries + fighter-garrison. My opponent roughly has the same tech level than me. I feel like a "hehe, there is no way I can lose a single ship", so attacked front.
When the ennemy focuses one of my ship, I make it go rear, so the ennemy focuses an other ship, etc...
So far so good, my micro-management works well, but doh, just realized I lost a battle-ship, it didn't have enough time to turn back to leave the battle-front.
So I slowed down the battle, to be sure I was able to micro-manage the ship beeing focused and make it go back as soon at it receive its first hit, so it receives a small amount of damage while maneuvering.
And then, a 2nd battle-ship died, uh, wtf, how can my opponent make so much damages ?? That should have been an easy-win !
So, I watched anything suspicious, and noticed some "inoffensives" blue balls comming straight to my shields, comming from the missible base. I first thought it was some proton-torpedoes, nothing painful. Let's scan the missile base: Plasma torpedoes (with the "all-inclusive" modifiers ofc). Doh !
Actually, all I had to do, is watch when the missile-base shoots those blue balls, and dodge them at all cost ! If I "simply" turn back, my ship keeps immobile while turning and takes the plasma torpedoes right in its face (actually, in its back, maybe more painful !), so I have to make my ship keep moving to dodge them, and tada, fleet stays safe !
Wow, that is what I expect from a battle !

Well, 2nd point, I was a bit disappointed by beam weapons on star-bases/orbital-batteries. I started a new discussion on 5X mod (before seeing you've discussed it last year for 2.9 version), may you join us to discuss it ? Here is the link
I think it it related to the battlefield being larger (with the scaling trick) ?
Thank you !
Last edited by Albinator; 9 Dec, 2020 @ 3:46am
vaaish  [developer] 9 Dec, 2020 @ 9:10am 
I'm glad your enjoying the mod! I'll take a look at the discussion on base weapons and see what's up. Tactical Mod adjusts the load outs for each Starbase level so it's not just more weapons. unfortunately I don't get blueprints per race for defenses so i have to be pretty generalist in my choices.
vaaish  [developer] 15 Dec, 2020 @ 12:58pm 
Slight update, 3.2 is nearly ready to go. There's some upcoming changes with 5x that are requiring some rework with missiles and some blueprint testing prior to release. My goal is to release 3.2 of Tactical Mod when the next update of UCP and 5x are live.
vaaish  [developer] 26 Dec, 2020 @ 2:08pm 
Added final 3.2 changelog.
hernang.ortiz 28 Dec, 2020 @ 4:21pm 
Finally returned to Master of Orion. Not only do we have excellent improvements from 5X (the tech tree) and UCP (limited troops! it finally happened!), but the asymmetrical balance of this mod adds to the fun. All together, this is making it likely I will never return to MOO2 and the slow turn-based battle interface (I'm in the minority that loves the real-time battle idea, but you were needed to execute it well)

Pirates had excellent missile defenses (PD weapons) and made it more effective for me to use lasers instead (hit rate of about 50% lasers, 20% missiles)

I planned to attack a planet with four tier-2 ships and was given an 'unfavorable' rating. I made 3 of my ships specialized against immobile targets (unmodded proton torpedoes) and 1 a short-range neutron blaster for the occasional ship. I won with only 1 casualty out of 4.

I brought my neutron blaster tier-2 ship back to defend a planet against 2 frigates and was forecasted an 'excellent' chance of winning, but they had a speed advantage and were blitzing around and slowly beat me with long range weapons. I refitted the ship with augmented engines, made my neutron blaster 'HV' with side turrets, and easily defeated them (took a while, but my shield-1 regenerated faster than the damage inflicted).

I wish we were given the choice to click a ship and select a blueprint of choice, as opposed to being stuck within a single blueprint and changing the blueprint every time I want to diversify ships. That being said, your weapon costs seem rather standardized and makes it a bit faster.

The speedy ships, even with lower tier engines, and the narrower angles sure makes things tactical. I'm surprised how much different a low-offense '360 degree' beam ship is vs a high-offense 'front' beam ship

Last edited by hernang.ortiz; 28 Dec, 2020 @ 4:24pm
vaaish  [developer] 28 Dec, 2020 @ 4:52pm 
Hey! Glad you're enjoying the mod! I think we're slowly getting there with it :)

It's hard to put too much stock in the battle ratings as they are right now because there's a good bit of stuff they just don't take into account or sometimes things they don't give enough weight too. Fast Missile Racks and ARU's are two big ones.

While it would be nice to just pick and attach a blueprint to ships, I don't think that's going to be possible, though UCP may be able to pull off some magic if Sol was so inclined. I usually just do different blueprints for different roles and update them or update the existing ones to match my targets weaknesses.

It is intentional the weapon costs in terms of size are more uniform to make it a bit easier to retrofit.

Personally I only use a few all around weapons on ships, usually larger ones that don't maneuver well. I think the game doesn't quite put enough value on the all around arc or the left/right arc compared to total weapons mounted. The cost for all around is also pretty significant compared to base so that may account for the disparity. I usually mount separate weapons for forward and left right rather than pack in all around weapons as it gives more punch.
Albinator 10 Jan, 2021 @ 8:19am 
Hey !
I'm running a game, and fought against the Silicoid.
I noticed their battleships have no front weapons. They are all sided (he had 2 graviton Hv packs on sides, and 1 pack of pd Mass driver). He attacked me 2 battleship vs 1 of mine, and he went straight to me, without firing, and when he is very close to my ships, he then turned around and started firing, but it was too late, he didn't even get my shield down...
Maybe he should have 50% Front and 50% sided, if your intention is to make its ships side-facing ?
Or maybe only do this for ships smalled than battleships (since they're fast enough to surround us) ?
Last edited by Albinator; 10 Jan, 2021 @ 8:20am
vaaish  [developer] 10 Jan, 2021 @ 12:51pm 
the weapons on silicoids are intentional. As a race that is reclusive, I wanted them to stay away from enemies and use heavy mounts. further I want each race to be somewhat different in how they design ships rather than just the the best weapons arrangement to keep battles interesting.

what your seeing is some of the remaining funkiness with tactical battles.

the game marks the facing with the strongest weapons as the power side and should try to keep the target in that arc. that's not what happens currently as you're seeing.

it's further complicated by the roles functioning differently depending on hull class.

what you should be seeing is the ship closing to range then orbiting the target like the smaller ship do.
Last edited by vaaish; 10 Jan, 2021 @ 12:52pm
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