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Master of Orion - Mod

1.6.1

Changes from 1.6.0

Changes:

  • [change] Galaxy - Bumped max population of all planets by +2
  • [change] Research - moved research in tiers around to better reflect gameplay/needs based on super/extremely slow modes - more in list below
  • [change] Research - Tier10 - Added Soil Cultivation
  • [change] Structure - added Mini Factory (+1 prduction) to tier 0
  • [change] Structure - added Quantum Mine to tier 11 - like an improved core mining
  • [change] Structure - added Foodinator - 2 as an upgrade path
  • [change] Structure - added Toxic Processor - 2 for more pollution cleanup endgame
  • [change] Structure - Changed all pollution settings for pollutionMultiplierReduction -> pollutionCleaningRate as the former does not work
  • [change] Bumped miniaturization values ~20% and aligned all endgame values - ie nuclear weapons will now max out at ~80% endgame, mercual at ~70% etc
  • [change] Minor adjustment of weaponry + specials for all stationary platforms

Research tier movements

Tier Movement
3 Cloudputing -> next tier (basic upgrades -3 dep -- remove)
4 Fluxtech -> next tier (has engineering dep - remove; change req to Advanced Engineering)
5 Move Artificial Gravity to where fluxtech was (has dep on neturon physics - remove; change req to vorass physics)
6 Move Underwater computing -> next tier (remove dep from macro economics; relink with optronics)
6 Move Technet - research hub -> next tier (remove dep from tachyon physics; relink with Antimatter replication)
6 Move Planetology -> earlier tier
7 Move automated trading -> next tier (remove dep on optronics, relink with teaching methods)
7 Move Multiversity -> next tier (keep req on technet)
9 Astro Construction -> next tier (remove dep on nano tech; relink to pulse manufactoring)
10 Galatic economics -> remove choise for city planning (no deps)
10 Move technet - 3 -> next tier (no deps)
10 Move colonial upgrade 2 -> next tier (no deps)
11 Move tradestation 2 -> next tier (galatic networking dep)
12 Move galactic networking -> next tier (temporal fields dep)
12 Move advanced fluxtech -> next tier (no deps)
13 Move advanced quantum modulation -> next tier (compressed neutronium dep)
13 Move particle beam -> next tier (particle drive dep)
13 Move evolving tech -> next tier
14 Move particle drive -> next tier
14 Move dark matter -> next tier (relink dep to Aeon tech from basic upgrades - 11)
15 Move Aoen tech -> next tier (change dep to dark matter)

1.6.0

Changes from 1.5.1

Changes:

  • [change] All research cost is increased 20%; tier 14+15 reduced by ~50%
  • [change] Moved many tiers of research deeper into the tree
  • [change] Updated Cannon towers to have less PD + more special systems

Bugs / QoL

  • [fixed] all types of planetary radioation shields now requires the version before for upgrading.
  • [fixed] remove shield piercing from particle beam
  • [fixed] quanta missile causes battle to stop
  • [fixed] torpedo base 2+3 can be built without building; now they're required to build+upgrade at a time
  • [fixed] Quantum computer changed to give +35 beam attack and moved to tier3 instead of competing with +50 BA in the existing tier4

Ideas for next release (1.7.0)

  • more tiered tech

  • Add +100% research time for all?

  • Split tiers of tech to be much deeper

  • Add note that save every turn is expensive

  • Check Tier2 tech with direct links

  • Cannon tower 1 vs ADS (ADS too strong?) (STR 4 vs 10)

  • Missile tower much stronger than ADS (58 vs 10 and 4 respectively)

  • ADS and Misslbe tower has +300X defence, cannon tower only 150X

  • New mlitary outpost types?

  • mini factory lvl1 that gives +1 prd - cheap?

  • add manu mini at end-game techs

  • more early anti pollution

  • ADS lategame can be empty and filled with PD weapons (no room for best weapons?)

  • new shiptype?

1.5.0

Changes from 1.4.0

  • Bugfix: Added empireUnique for several buildings that increase global income
  • Upped maint. cost of cannon towers.
  • Added Torpedo Base which is another defense structure like missile base
  • Aligned miniaturization better
  • Fixed some typos
  • Added late endgame missile: Quanta Missile
  • Reduced endgame weapon Particle Beam damage and ArmorPenetration ~20%
  • Reduced pirate spawn-rate (time) ~15%

1.4.0

Changes from 1.3.1

  • Had many issues with multiple totalEmpireMultiplierBonus buildings
    • Changed some existing structure to system-unique buildings offering turn-based fixed amount
    • Others are now BC/pop, but much lowered (like 0.2 bc/pop - upgradable)
    • Reduced bc/pop for some of the existing money-generators, added more late-game
  • Aligned created weapons to fall in between former-next weapon
  • Antaran victory disabled; can now pick antaran event freely.
  • Research Treaty: Lowered cost and reward
  • Galactic Council: Upped frequency from 30 -> 60 turns
  • Spies can now reach level 8 (expensive to maintain)
  • Fixed required tag on all hydroponic farms
  • Upped weapon + special slot for each ship +1
  • Energy weapon bases (Upgradable x3)
  • Cannon base (Upgradable x4)
  • Mini star base - cheap, low spec, works as extra mini-starbase (upgradable x4)
  • Made pirate ships slightly better (+5 space & hp, upped cost ~20%).
  • Made pirate ships spawn 2x as many on each non-starting spawning turn
  • Pirate destroyer+cruiser will spawn earlier and be much more powerful, but have no bombs; they can only blokade (but will amass)

Extra:

  • More pirates in each wave; make sure defenses are prepared for it.
  • One also has to weave, flee and run from pirates at least initially - and again when pirate cruisers arrive
  • Pirates can easily kill an outpost until early mid-game tech makes them strong enough.

1.3.1

Changes from 1.3.0

Highlights-1.3

  • Reverted to original pirate spawn rate - several civs got wiped out by pirates in a play-through
  • Kept pirate frigtate buff of 50% - and destroyer & cruiser 100%

1.3

Changes from 1.2

Highlights-1.2

  • Added new upgrade paths to many existing fortifications - it will be much more difficult to assault a planet with all upgraded defences now.
  • Added new planetary resources and mineral classifications
  • Aligned costs of many new buildings to what they do
  • Consolidated multiple techs into single techs
  • Added a few low %-empire income unique buildings
  • Pirates are now more of a threath - twice as many ships, frigate buffed +50%, destroyer+cruiser +100%
  • Finally added a .csv file for better descriptions, will slowly fill out
  • Added SuperHard difficulty - AI now gets +75% resources
  • Slightly bumped silicoid prod on planets as they cannot benefit from all new building
  • Created new names for many techs

Details

  • Added 2 new planetary Resource types
  • Added 2 new miniral classifications (in each end of scala)
  • Experimented with all types of bonusses from dotPeek colonystructuretype and have been creating buildings with these.
  • Added Super_Hard Difficulty (+75%)
  • New buildings - fortifications
    • Immovable Object (star fortress upgrade)
    • Missile base upgrades 1 -> 6
    • Ground Batteries 1 -> 4
  • New buildings - productivity
    • New poor/very poor/absurd poor - %-based buildings
  • Miniaturization
    • Aligned with existing; added more mini for lowtech items so they could find a use again on smaller ships lategame
    • Added new mini for new techs

1.2

Changes from 1.1

Finally cracked the code open with dotpeek and found a lot of hardcoded settings, buildings, arch and stuff that I've built but is of no real use

  • Trade treaty now runs 50 turns instead of 20: initial cost still 50%, but return is 100% total, not 200%

  • Lowered Galactic Currencey Exchange to provide +50% empire credits instead of +100%

  • Updated several odd %-based increased to better align and reduced cost for many new buildings by ~15-20%

  • Armor / Weapon changes

    • More armor piercing for Pulse (always do min. dam, but can now do 2x dam on <10 armor)
    • Reduced Plasma beam damage 20% (4 steps instead of 5 at 30 dam)
  • Used dotpeek to lookup all hardcoded values/techs and removed a bunch

    • All foodCarryOver buildings (UndergroundStorage, Foodie)
    • Ship (Mini Battle Pods (Battle Pods is hardcoded as single entity for > space))
  • Small adjustmests / updated entities

    • Rifles (lazor, 0.2x rating (from 0.15))
    • Cut gravity generator cost by 50% - lowered maint 33%
    • Update toxic processor pollute removal from 7 -> 12
  • New buildings

    • Biodome 2 (restricted planets, extra food) - tier
    • New planetary shield - tier 15
  • New Research

    • Deep sea Cooling 2
  • Fixes

    • Moved biodome 2 to tier 3
    • Crust Prospecting 2 now properly unlocks building 2 and not 3
    • Many typos/fixed description

1.1

More buildings, weapons & armor

  • Many new techs as pr. screenhost
  • Many new buildings, weapons & armors.
  • Started to add Tier14 tech - will expand.

Global

  • Slightly tuned worlds for more moons (+10% chance)
  • Slightly larger planets (+2 pop on all planet-types)
  • Buffed all ships (incl. pirates+monsters) with space and hp with a fixed +25% for a bit
  • Most new buildings are pretty expensive to maintain - been added as a money sink.

Why create this mod?

Mod I started some years ago - spent a lot of time searching for again and decided just add here so I won't loose it again.

Wanted to have a much longer playing experience using Very Slow -- it still feels way too fast.

Feels like it is a race to money and then everything is dictated on that; trying to insert moneysinks into the game.

Note

Works best on Very Slow or slower pacing for having time to utilizing any of the new tech.

As the game progress the auto-save of each turn will take more time/space; consider doing it every 10 rounds or completely disable it.

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Long War mod for Master of Orion

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