Master of Orion

Master of Orion

Tactical Mod 3.7
vaaish  [developer] 22 Jul, 2023 @ 8:59pm
Dev Changes for 3.6
Kicking off the thread for the 3.6 changes. Goals here will be to take a closer look at how defenses are balanced and looking into ways I can make these more interesting. Initially I'm thinking that outposts will get significant hull increase but have much lower firepower so they can handle smaller forces but will need support vs larger attacks. The extra hull making them harder to kill quickly with their new position in the center of the map. I'm thinking the reverse for planetary defenses. Higher firepower but lower HP while starting at the far edge of the map. The idea here being that a defending fleet would want to try to shield the defenses while they hammer the attackers.

Second, I'm also going to see if I can reduce the space aboard ships a bit so that the larger hulls don't require 50+ weapons on them. The goal here is to maintain similar balance but just less work needed to design a ship. I also think that high numbers of weapons is skewing the effectiveness toward cannons more than it should. This might be tricky so no promises. If the quick reductions don't work, I'll need to take a deep look into how large individual weapons are and see if I can use that to reduce the numbers.

3.6
Adjusted battlefield hazards to always have some asteroids present
Adjusted specials progression and ordering for all defenses
Outpost
decreased space 450 -> 330
increased HP 500 -> 650
reduced PD 12 -> 10
reduced specials 7 -> 6
Tweaked blueprints for better weapon type usage
Provided Orion tech weapon distribution
Advanced Outpost
decreased space 1200 -> 775
decreased HP 1200 -> 950
reduced PD 25 -> 15
Tweaked blueprints for better weapon type usage
Provided Orion tech weapon distribution
Missile Base
decreased space 350 -> 250
increased HP 400 -> 425
Advanced Missile Base
decreased space 700 -> 450
decreased HP 800 -> 700
Weapons tweaked
decreased PD 10 -> 5
Orbital Batteries
decreased space 325 -> 275
inceased HP 425 -> 450
reduced specials 7 -> 6
Tweaked blueprint for better weapon usage
Added Orion tech weapon distribution
Advanced Batteries
decreased space 600 -> 500
decreased HP 850 -> 750
decreased PD 25 -> 15
Tweaked blueprint for better weapon usage
Added Orion tech weapon distribution
Fighter Garrison
increased space 250 -> 325
increased PD 10 -> 15
fixed blueprint to include bombers
Advanced Garrison
increased space 650 -> 700
Decreased HP 900 -> 800
Decreased PD 20 -> 10
decreased specials 8 -> 7
Starbase
decreased space 400 -> 360
increased HP 450 -> 475
decreased PD 10 -> 5
reduced specials 7 -> 5
reduced weapon slots 8 -> 6
Adjusted blueprint for better weapon type usage
Added Orion tech weapon distribution
Battlestation
decreased space 800 -> 650
decreased HP 950 -> 800
increased PD 12 -> 15
reduced specials 8 -> 6
reduced weapon slots 8 -> 6
Adjusted blueprint for better weapon type usage
Added Orion tech weapon distribution
Starfortress
decreased space 1600 -> 975
decreased HP 1800 -> 1100
decreased PD 30 -> 25
Adjusted blueprint for better weapon type usage
Added Orion tech weapon distribution
Increased biological weapon hit chances in bombardment
Reduced Guardian HP slightly
Reduced small Amoeba HP slightly
Reduced amoeba damage to make it easier to attack mid game
Tweaked eel blueprint
Tweaked Squid blueprint
Tweaked armor HP bonus curve slightly to reduce some late game huge boosts to HP:
Neutronium 1.8 -> 1.6
Zortrium 2.6 -> 2.2
Adamantium 3.4 -> 2.8
Xentronium 4.4 -> 3.6
Unobtanium 5.4 -> 4.6
Tweaked Shield strength to make early armor only more viable.
Class I strength 0.6 -> 0.25
Class III strength 1.0 -> 0.5
Class V strength 1.6 -> 0.9
Class V recharge rate 0.15 -> 0.1
Class VII strength 1.8 -> 1.4
Class VII recharge rate 0.1 -> 0.05
Class X recharge rate 0.2 -> 0.05
Class XII recharge rate 0.2 -> 0.05
reduced Guardian HP and space to make Orion tech an earlier threat.
Removed CO from Plasma Beam for better weapon targeting on blueprints.
Adjusted Any facing size mod 2.25 -> 2.0
reduced Mass Driver damage 11 -> 10
Tweaked blueprints to ensure Orion Tech appears on AI ships:
Humans, Terrans, Klackon, Gnolam, Meklar, Sakkra, Mrrshan, Alkari, Elerians, Psilon, Bulrathi, Trilarians, Darlok, Silicoid
Increased front arc 65 -> 70 deg due to AI wasting shots.
Reduced PD range .35 -> .25
Increased fighter hull 4 -> 5
Increased heavy fighter hull 6 -> 7
Increased all drone bays cooldown by +5s
Adjusted Troop Transport to include bombs
Adjusted Advanced Troop Transport to include PD and a large bomb loadout
Reduced Bomb range for bombers 20 -> 15
Reduced Bomb HP 4 -> 1
Reduced Disruptor space 20 -> 15
Reduced Dark Energy Cannon space 40 -> 20
Added PD to Dark Energy Cannon
Added limited specials to drones
Increased battlecruiser turn rate 0.284 -> 0.291
Phase Cloak cooldown reduced 2.0 -> 1.5
ARU combat tick increased 2s -> 3s
PD cooldown increased .5 -> .75
Multiphased Shield boost reduced 1.75 -> 1.5
Pirate Frigate blueprint updated to include special pirate missiles to make for a bit more interesting early game challenge.
Last edited by vaaish; 26 Nov, 2023 @ 4:29pm
< >
Showing 1-12 of 12 comments
vaaish  [developer] 25 Jul, 2023 @ 9:13pm 
My initial tests for this have failed pretty spectacularly. The intent was that high firepower would carry battles to a point and a supporting fleet would act as a foil forcing a choice of killing the softer but higher firepower static defenses while getting picked apart by the defenders or killing the defenders while the defenses hammer you.

The result here was that high damage couldn't outweigh low HP but high HP and low damage was much tougher to overcome.

However, too much HP and too low of damage just creates boring fights. I think there's a balance in there where I reduce the damage output of defenses a bit and increase hull a bit to make these battles more fun.
vaaish  [developer] 31 Jul, 2023 @ 7:50pm 
Coming back to this, I'm doing a full rework of the defenses. I didn't know quite as much about blueprints back when I initially did these so after getting the weapon balance, I didn't put much thought into the specials or special progression. The goal was just to make defenses tough and damaging.

However, looking at how I tend to approach attacking them, it really failed in making for interesting battles and mostly just delayed things until I could overwhelm it. Further, knowing that defenses were strong enough to seriously deter enemies meant I didn't have to think much about my fleet placements. Last of all it seems that excessively strong defenses tends to pacify the AI because they use the strength values to determine many of their actions.

So, I'm looking at a different approach now. Defenses will be low damage output but stronger hull and focus on different objectives based on the defense type. The thought here is that this will make the AI more willing to take on defended systems by mid game and give the player interesting approaches to taking on the different defensive structures.
vaaish  [developer] 13 Aug, 2023 @ 8:59pm 
I'm now working through the defense blueprints to make them a bit more complex in how they respond to chosen techs. The goal here is to try to get some level of variation on what you run into when attacking a starbase or other orbital based on race weapon prefs or if they have Orion tech.

This does make blueprints a lot bigger in terms of weapons slots and harder to ensure things get added in correctly with all the possible combinations. However the result should be semi-dynamic defenses where you'll see cannons and missiles for groups that like missiles or beams and cannons or even drones and cannons.

This might take a few versions to really work out all the kinks. :)
vaaish  [developer] 6 Sep, 2023 @ 2:57pm 
Small update: Lots of blueprint tweaks for defenses going on. This is complicated by the game allocating space for weapons that it can't mount due to not having enough slots. This space gets dumped into the first slot so figuring out how to ensure that the slots work out is a challenge. I've also started updating AI races to have orion tech specific options should they take out the guardian.

Not every race will instantly replace all weapons with Death Rays on their ships. Some might kit out a few ships and you'll see these weapons somewhat rarely. Others will go all in (Mrrshan, looking at you) so there should be some variety in what you see.

I'm still tweaking monster and guardian balance. I'd like to see the guardian come into play early mid game more reliably so you should feel some pressure to take Orion before the AI.
xerxes0 15 Oct, 2023 @ 5:40pm 
I thank you all for working on these wonderful mods to keep Master of Orion alive and fun to play!
vaaish  [developer] 15 Oct, 2023 @ 9:21pm 
Your welcome! I'm glad to hear you enjoy the mod!

Slight update: Sol has adjusted the way space is allocated on the more complex blueprint weapon chains so it's now going to only allocate space to weapons that are able to fit on the ship. This has helped me get some of the defenses blueprints functioning better and over time can help me better allow AI blueprints to evolve through the game.

I'll be doing some final testing here to make sure I didn't break anything and the new defenses feel right when I face them in a game where I'm not just testing to make sure they get the right weapons. Most likely this will result in a few tweaks to base hull strength.
vaaish  [developer] 19 Nov, 2023 @ 4:51pm 
I've had enough time to test 3.6 now that UCP 6.4 is out. I'll be skipping 3.5 and jumping directly to 3.6
vaaish  [developer] 23 Nov, 2023 @ 8:24pm 
Updated the changelog in the first post.
vaaish  [developer] 1 Dec, 2023 @ 2:12pm 
3.6 has now been released. Please post any bugs or issues you find here. Thanks!
Brusix1984 3 Dec, 2023 @ 12:04am 
Fantastic work, thanks!
Keilah 14 Jan, 2024 @ 9:55pm 
I just fought a military outpost that spawned dead center in the map, which is new. Feature or bug?
vaaish  [developer] 15 Jan, 2024 @ 5:54am 
Feature. It was added to give a bit of variety to fights. It was added in the internal 3.5.
Last edited by vaaish; 15 Jan, 2024 @ 5:55am
< >
Showing 1-12 of 12 comments
Per page: 1530 50