Space Weapons Fix Mod, v5C

Change list:

  • Arcean tech tree fixes:
    • Moved Xeno Business (Xeno Anthropology) because early on in the tech tree it could be an unnecessary distraction for the AI.
    • Moved Interstellar Navigation in the tech tree to match the order it appears in its group.
    • Miniaturisation techs are split into three groupings.
    • Xeno Engineering is now Industry branch, Manufacturing category
  • Reduced the build cost of Invention Matrix and Discovery Sphere to be more in line with the cost of Research Academy.
  • Iconian tech tree now features Technology Strategy techs.  These are basically the same deal as the Technology Progression techs, but the Super Project list is different:Technology Strategy I – Centre for Intellect Studies, +20 to Research ability and +4tp

    Technology Strategy II – Precursor Weapons Lab, +20 to Weapons ability and +4tp

    Technology Strategy III – Galactic Technology Centre, +150% research on planet and +22tp

  • Four new Iconian improvements:

    Precursor Repository – upgrade for Precursor Library, +20% research on planet and +16tp (respectively, 10% and 4tp better)

    Precursor Matrix – upgrade for Precursor Archive, +40% economic bonus on planet +10% influence bonus and +12tp (respectively, 30% better on economic bonus and 2tp better on research)

    Enhanced Invention Matrix – 17tp, 3tp more than the standard Invention Matrix

    Enhanced Discovery Sphere – 21tp, 3tp more than the standard Discovery Sphere

  • Research Centre has a new look to set it apart from the Iconian refinery.
  • Unbuildable stock ships left over from DL and DA are now hidden so they don’t show up in the tech tree.
  • Farms are now one per planet, and give a percentage boost of 25% or 50% rather than a straight +mt food increase.
  • An Improved Colony is now available for construction, technology needed varies depending on tech tree.
  • Thalan tech tree reworked using Technology Adaptation I through III as separators.  They now start with Planetary Adaptation instead of Interstellar Construction (you may need to press Clear on their race config screen first).
  • Devils’ Forge upgrades to Slaveling Training Center.
  • Slaveling Training Center boosts production by 25% and adds 10 mp, and upgrades to Artificial Slave Pods.
  • Artificial Slave Pods boost production by 30% and adds 12 mp.

Space Weapons Fix Mod, v5B

Change list:

  • Added Technology Progression and Core Technologies to Korx tech tree.
  • Added Technology Progression and Core Technologies to Arcean tech tree.
  • Restricted the number of money-sucking improvements the Thalans can build.
  • Added Universities to Core Technologies for Torians.
  • Reworked Korx tech tree slightly for visual consistency, altered pre-requisites for Cut-Throat Competition and Mercenaries.
  • Reworked Torian tech tree slightly for visual consistency.
  • Bugfixed Arcean tech tree and reworked for visual consistency.
  • Sparrow missile costs more but takes less space, though not as space-efficient as Stinger or Seeker I.
  • (Advanced) Navigation Centre takes less time to build, +5% HP bonus added.
  • Removed some extra files from the package that were in the wrong directory.

Space Weapons Fix Mod, 5A

Change list:

  • Reworked the Terran and Drengin tech trees, just moving stuff around here and there.
  • Sensors techs are now spread out through the tech trees.
  • Techs which give access to a research facility cost 20% less.
  • Added Super Projects for Tech Progression research.
    • Infinity Tech Labs: 18 tp, 14 bc maintenance.
    • Pear Shaped labs: 4 tp, +20 to Research ability, 8bc maintenance.
    • Nordstrom Technologies: +15 to Hitpoints ability, 2tp, no maintenance.
  • Added GC2Ships.xml which contains the nerfed Arnorian Ranger and Super Dominator Corvette designs.
  • Fixed up the Arceans to be more predatory with a +1 speed bonus instead of a speed nerf, but they take a -20 to Defence.
  • Various silliness fixes in Iconian tech tree.

Space Weapons Fix Mod, v5

Change list:

  • The last tier of weapons on the tech tree before Ultimate weapons take much longer to research.
    • This makes it worthwhile pursuing weapons research that takes less time.
    • Ultimate weapons research takes significantly longer than before.
  • The Nano Ripper (new name: Singularity Ripper) has been scaled up so that it is more of a capital ship weapon.
  • A number of starbase modules have been stripped along with their pre-requisite techs.
    • There are still defensive and ship assist modules available, but not as many.
    • Some production assist and culture modules have been removed.
    • All but one of the sensor modules have been removed.
    • Mining modules are basically untouched.
    • The reason for this is because as has been mentioned, the AI cannot read past a certain arbitrary limit.  Accordingly, the module list below has been shortened.
       
      Module Properties Requires Tech Requires Module Cost (bc)
      Laser Cannon +2 Beam Attack (Starbase) Laser V Battlestations 50
      Kinectic Diffuser +2 Beam Attack (Starbase) Kinetic Streams III (Yor) BattleStations 50
      Railgun Battery +2 MD Attack (Starbase) Mass Drivers III BattleStations 50
      Pulveriser Cannon +2 MD Attack (Starbase) Scatter Blaster III (Yor) BattleStations 50
      Stinger Missiles +2 Missile Attack (Starbase) Stinger IV BattleStations 50
      Seeker Missiles +2 Missile Attack (Starbase) Seeker III (Yor) BattleStations 50
      Nordstrom Shields +6 Beam Defence (Starbase) Shields Battlestations 200
      Duranthium Plating +6 MD Defence (Starbase) Duranthium Battlestations 200
      PD Batteries +6 Missile Defence (Starbase) Point Defence Battlestations 200
      Plasma Diffuser +7 Beam Attack (Starbase) Plasma Weapons Battlestations 200
      Graviton Mauler +7 MD Attack (Starbase) Graviton Driver Battlestations 200
      Photonic Charges +7 Missile Attack (Starbase) Photonic Torpedo Battlestations 200
      Nordstrom Force Fields +12 Beam Defence (Starbase) Force Fields Battlestations 400
      Kanvium Plating +12 MD Defence (Starbase) Kanvium Battlestations 400
      Drone Sentries +12 Missile Defence (Starbase) Droid Sentries Battlestations 400

Space Weapons Fix Mod, v4K

Change list:

  • Added a new firing sound for the Ion Cannon (Drengin).
  • Nerfed Torian Basic Mine and removed the Core Mine altogether (the Adapted Factory now upgrades the Basic Mine).
  • Limited the basic Particle Beam to just the Drengin, Korath, Arcean and Thalan racesm and added 5bc to its cost.
  • Reduced the cost of Ion Cannons.
  • Massively reduced the research time for Drengin to research Planetary Invasion and Ultimate Shock Troops.  However all but the first in the line of Planetary Defence techs is stripped from their tech tree.

Space Weapons Fix Mod, v4I

Change list:

  • Dialed back the maintenance on Research Matrix a couple of bc, given that it’s a one-per planet building.
  • More streamlining of the early tech tree for the Yor and Terrans.
    • Made Xeno Communications and Universal Translator part of Core Technologies II for Terrans.
    • Moved Xeno Communications and Universal Translator to later in the tech tree for the Yor because, basically, they do not need to be negotiating with other races in the early stages of the game.
  • Also, split up extreme planet terraforming technologies, the first stage can be researched fairly early on, the second comes a bit later with Advanced/Expert Colonisation.  Well, not for all races, because I haven’t had nearly enough time to look at all of them, but the basic idea here was to stop the AI from burning lots of turns trying to make a few worlds 100% productive.

Space Weapons Fix Mod, v4H

Change list:

  • Yor improvements toned back a bit, Collectives have an increased maintenance, but are still cheaper to build than they were.
  • Logistics, miniaturisation and manufacturing techs moved to later positions in the Yor tech tree.
  • Revised Yor/Iconian starting weaponry and research time.
  • Also, made Mass Drivers or Ion Cannons research a bit cheaper because it seemed totally overpriced in comparison to Yor or Iconian mass drivers research.  That basically affects anyone who is not Yor or Iconian.
  • Also adjusted cost of Technology Progression II in Terran tech tree to make it cheaper, redistributing TPs back to techs which come after it.