Master of Orion

Master of Orion

Tactical Mod 3.7
vaaish  [developer] 2 Dec, 2023 @ 8:22am
Dev Changes for 3.7
I'm tentatively focusing on more tuning of defenses and shield balance with 3.7. I'd also like to look into redoing the Player blueprints to make the auto upgrade more useful when playing with tactical mod.

3.7 changes:
Increased Heavy Fighter HP 7 -> 8
Increased Dragon Parasite HP 2 -> 3
Reduced armor HP modifers slightly.
Heavy Mod cooldown increased 1.25 -> 1.5
Removed Black Hole Gen from Star Fortress to increase weapon loadout.
Updated Space Academy to only affect smaller ships to make it a bit more of a choice.
Added rough versions of default player blueprints.
Adjusted battlefield hazards to have more impact on battles, particularly nebulas
Added Nebula chance to star tooltips
Adjusted engine sizes to fix odd increases at various points.
Tweaked Psilon Frigate blueprint
Drone regen factor icreased .5 -> .75
Increased missile speed by 1 for each missile type
Fixed bomber tooltip due to adding subtype for better AI use.
Shield recharge rate increased various -> 20% per tic.
Adjusted shield module hull factor to reduce efficiency on large hulls
Increase Dragon space to make up for shield size changes 200 -> 250
Increased defenses space based on hull class to adjust for shield size changes.
Battlescanner base size 4 -> 1.5
Battlescanner size factor 1.5 -> 2
Augmented Engines base size 2 -> 3
Augmented Engines size factor 2.5 -> 2
Augmented Engine cooldown reduced 45s -> 30s
Achilles modules given fixed size of 5
Multiphased Shield bonus reduced 1.5 -> 1.0
Multiphased Shield base size reduced 3 -> 1.5
Multiphased Sheild size factor increased 1.75 -> 2
ARU size/factor updated to match multiphased shields
High Energy Focus base size 4 -> 2.5
High Energy Focus size factor 1.75 -> 2
Decreased labor costs for all missiles by 5
Reduced all player weapons damage, outside of missiles, torpedoes, and Black Hole, by 25%
Decreased Nucleonic Charges damage 15 -> 12
Reinforced Hull base size reduced 2 -> 1
ECM base size 4 -> 2
ECM size factor increased 1.5 -> 2
Dauntless, Structural Analyzer, Scanner Beacon, Rangemaster updated to match ECM size/factor.
Multiwave ECM base size 4 -> 2.5
Multiwave ECM size factor 1.75 -> 2
Shield Capaciter updated to match Multiwave size/factor
Wide Area ECM set to 150 space
Fast Missiles Racks size factor reduced 2.1 -> 2.0
Cloaking Device base size 2 -> 1.5
Cloaking Device size factor 1.75 -> 2.0
Cloaking Device cooldown increased 2s -> 1s
Cloaking Device warmup removed
Cloaking Device BD boost reduced 55 -> 50
Deathray size reduced 30 -> 25
Black Hole Generator size reduced 225 -> 200
Plasma Cannon cooldown reduced 20s -> 10s
Decreased Plasma AP 2 -> 1
Gauss AP reduced 18 -> 17
Scanner beacon radus increased 75 -> 125
ARU timer increased 3s -> 5s
Adjusted Death Ray
Damage decreased 70 -> 60 (45 adjusted)
Adjusted Pulsar:
Range increased 10 -> 18
Splash area increased 15 -> 20
AP decreased 10 -> 5
Damage increased 19 -> 45
Adjusted Mauler:
Accuracy increased 50% -> 5%
Damage reduced 125 -> 75
Cooldown reduced 30s -> .20s
AP reduced 25 -> 20
Range increased 20 -> 25
Adjusted Plasma Web:
Range reduced 50 -> 40
Cooldown reduced 70s -> 10s
Steps decreased 30 -> 20
Step duration increased 2s -> 2.25s
Decreased missile damage to for better scaling:
Decreased Nuke damage 18 -> 16
Decreased Merculite damage 21 -> 19
Decreased Pulson damage 24 -> 22
Decreased Zeon damage 27 -> 25
Decreased Quantum damage 30 -> 27
Adjusted Point defense
Cooldown boost removed .3 -> 1.0
Range increased .4 -> .5
Acuracy boost decreased 1.3 -> 1.25
Last edited by vaaish; 15 Feb @ 7:33am
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Showing 1-15 of 46 comments
Keilah 15 Jan, 2024 @ 5:21pm 
Is there any way to make defenses rotate to face their target? Pre-robotics, I can fly far around the outside and hit them from the side or rear without ever being hit by their front weapon arc. It feels like cheese, but also like purposely not playing my best if I don't do it.
vaaish  [developer] 15 Jan, 2024 @ 5:42pm 
Originally posted by KeilahMartin:
Is there any way to make defenses rotate to face their target? Pre-robotics, I can fly far around the outside and hit them from the side or rear without ever being hit by their front weapon arc. It feels like cheese, but also like purposely not playing my best if I don't do it.

I know what you mean and I wish I could do that. :) I've asked Sol to enable rotation of defenses and we did some initial testing. While it works great for the most part, there's a really bad bug that will cause all defenses to yeet off the edge of the map and disappear if any ship flies directly through the center point of the map.

Since we haven't figured out a solution to this or why it's even happening, rotating defenses can't be left in. In 3.6 I did adjust the defense blueprints to bump up the side and all around strength so it wasn't quite as advantageous to fly around the side.
Last edited by vaaish; 15 Jan, 2024 @ 5:43pm
Albinator 16 Jan, 2024 @ 1:16am 
yeah, maybe give more space to defenses, so you can force all weapons to be 360 degrees. Seems like a fair workaround.
vaaish  [developer] 16 Jan, 2024 @ 3:39pm 
I'd rather not do all weapons all around. It generally makes the defense overall weaker as weapons concentrate on single targets over engaging multiple and is a bit boring to approach. I did increase the number of weapons on the sides and all around while reducing the number on the front to help compensate somewhat.
Albinator 17 Jan, 2024 @ 2:56pm 
As a reference, static defenses in moo2 are all 360 degrees. But indeed, having 4 canons is cooler than 1. If you manage to make each face as strong as the others, it means you can't cheese it by going around the map. I think that's the most important thing. Wherever you come from, the static defense will be as strong as iif you came from the front. But IIRC, you can't make weapons fire "only front", "only sides" or "only back", can you ? If so, it would be very easy to make each side of same strength.
vaaish  [developer] 17 Jan, 2024 @ 8:09pm 
That is at least possible on paper but is a bit more complicated in practice. I can set different weapon slots to forward, sides, rear, and all around. You still run into the issue because side weapons will fire one either side of the defense which reduces their effective firepower compared to Forward or Rear arcs. It's also more complicated because some weapons slots get pushed out by other weapons like missiles for beams or some cannons for fighters later in the game so it's a bit of a fools errand to try to equalize it perfectly.
Yonglebang 28 Apr, 2024 @ 3:43am 
I'm enjoying the pirates with their new stingray missiles. I also like class I shields being more optional, but I am actually finding them a bit too weak to justify using the hull space on them instead of more weapons. ECM is much smaller by comparison so you don't have to sacrifice so much firepower to equip it. The tradeoffs when designing early game frigates/ironclads mean Class I shields really don't seem worth it at 25% of base hull. I'm not sure what the best tweak would be, but bumping them up to 30% and increasing the size of ECM would make it a closer contest.
vaaish  [developer] 28 Apr, 2024 @ 6:48am 
I think Class I have to be pretty weak to make the trade worth it at all. ECM has broader use with the stingray missiles and some re-balancing I did to make early game missiles more common, but it's still going to have quite a few instances where the value is minimal compared to taking a hit or two on shields and it's common enough to just trade for ECM later if you need it.

I consistently see AI that I've set to take ECM over shields perform much worse early game and it tends to be quite a while before they get Class III shields too. Increasing the size would just gimp them more. Remember if you aren't facing missiles, ECM is worthless while shields will always be useful regardless of strength.

Partly I think there may be some errors in the hit calculation in the game. I haven't completely focused on tracking it down, but cannons seem to preform much better than the very low hit chance they have at the start of the game would indicate. A second possibility is that my using 5s as the base for weapon cooldown allows for enough shots to make up for the loss of accuracy.

Either way, I think the probably course if shields need something would be to reduce the space needed for Class I rather than change ECM.
Yonglebang 29 Apr, 2024 @ 1:35am 
Fair points. I feel like reducing the size of Class 1 shields would also introduce a lot of chaos to the blueprints if it is inconsistent with the later shield techs, and otherwise would mean reworking all of them to maintain consistency.

I feel like Multi Phasic shields could come down too, or take up more space. It is about half the size and cost of an actual Class III shield module but it lets you add triple the points on top? Current 5x Mod has it matching Class III at 100% of base. In principle, I think it should either match whatever Class III is, or it should fall somewhere between the strength of Class III and Class V. If it is stronger than class V shields on its own, then I think its a bit too good for where it sits in the tech tree.
vaaish  [developer] 1 Sep, 2024 @ 2:12pm 
Just a quick update. I've started testing slower firing weapons for TM. What I've been finding is that cannons firing every 5s allows them to overcome lower accuracy early game with weight of fire making them better than I wanted.

To fix this I started looking into size changes which became a bit of a mess so I stopped on that direction and instead started looking into an across the board shift if weapon cooldowns.

Initially the plan was to move from a base 5s "turn" to a base 10s one. However that made some weapons feel like they rarely fired and didn't make for much fun when your plasma beam takes nearly a minute between shots.

To fix this I've created a slightly different curve for translating things starting with 10s and going to 40s, which is only applied to the black hole generator. This keeps the base cool down for everything under 30s but also increases the cannons to 10s cool downs.

Further, there have been some tweaks to shield sizes to make the take more space on larger ships as you get more advanced shields. The goal here is to make the trade off between shields and armor more viable and to reduce the total weapons most large ships mount to make them a bit less overwhelming.

All of these changes take a long time to test,especially to make sure none of the AI blueprints got messed up with the shield changes causing them to have inadequate space for weapons.
Yonglebang 30 Nov, 2024 @ 1:17am 
A couple of observations from recent games: when the enemy captured Orion their Star Fortresses ended up with Black Hole Generators and no weapons besides point defense, which made them overall quite weak. I also noticed when using Pulsars on ships they tend not to fire automatically. Perhaps because their range is so short? I'm not sure if they are useful.
vaaish  [developer] 30 Nov, 2024 @ 5:48am 
I'll look into the star fortress, something must be off. There is no way the gen takes enough space to cancel all other weapons. If you can shoot me a save it'll make it fast to track down.

Pulsar I'll look at again, it's meant to be short range and they used to work, at least on their own. Mixed with other weapons they probably won't fire unless an enemy ship flies into Pulsar range.
vaaish  [developer] 1 Dec, 2024 @ 12:26pm 
Update:
I've reverted the changes to cooldowns because it got unworkable with some of the higher delay weapons and systems. Instead I've instituted at 25% damage debuff on all weapons and specials outside of missiles to see if that gives a similar effect.

I also found a few problems with the Starfortress blueprint and reduced the size of Death Rays and the Black Hole Gen by 25 units which gets things back in order.

Ok, I heard back on the pulsar from Sol. The engagement distance is an average of all the weapons on the ship and the pulsar just counts as one. Since it's got such a small range, most often it won't fire unless a ship is close to it or unless the ship only mounts the pulsar. I typically put them on frigates that can hit in groups to strip shields quickly and don't mix weapons.
Last edited by vaaish; 2 Dec, 2024 @ 11:45am
vaaish  [developer] 28 Dec, 2024 @ 4:02pm 
I've updated the first post of the current changelog for 3.7. I'd still like to add in updated player default blueprints before releasing this.
vaaish  [developer] 6 Feb @ 4:05pm 
I've made a first pass on updated default blueprints. They aren't optimal but they are a bit more specialized that the default 5x ones. It's still strongly recommended to design your own. :)

I've also decided to revisit something Sol added a while back that allows me to change the size of nebulas. There were some oddities which stopped me from using it, but I have a better understanding of how the game adds them which is leading to much better results.

It always bothered me that the battlefields were as bland as they were so I've started adjusting asteroids and nebulas to make it more interesting. Nebulas in particular will now entirely blanket the battlefield. This will help the AI since it doesn't understand how to use smaller ones tactically and make things like hard shields a much more valuable choice.
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