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.

Space Weapons Fix Mod, v4A

Change list:

  • Adds Technology Progression research to Torian and Altarian tech trees.  I’ve limited the early choice of technologies in the Torian tech tree in an attempt to speed them through the early stuff faster.
  • Also in this version, defensive and offensive starbase modules require additional techs (from the weapon and defence trees) to unlock.
    • The Warp Disruption Field requires Warp Drive now, and the Yor get a module that reduces ship speed by 1, making it harder to travel through their territory.
  • The Torians and Altarians have new industrial improvements.  I’ve worked up some recoloured icons for them and the other improvements I’ve added.  Nothing fancy, just so you can tell them apart from other improvements.