Re: New PBW Game: A Few Good Worlds
Last call for players. I expect to begin in the next day or so. This used a Mod I created myself, available on PBW.
Changes to Facility.txt:
Added Organic costs to the fillowing types that used to cost none: Mineral Miners, Organics Farms, Radioactive Extraction, Research, Intelligence, Space Ports, Resupply Depot, Mineral Resource Storage, Organic Resource Storage, Radioactive Resource Storage, Cargo, Radioactives Colliers, Ship and Fleet Training Facilities, Shipyards.
Increased Organic Costs of Temporal Shipyards by 8000KT,
Decreased Construction Rates for Radioactives and Organics for Shipyards and Temporal Shipyards by 1000 KT.
Added Organic Space Yard Facilities that do not have halved Organic production. Because of their radically different design, upgrading from standard shipyards will not work.
Changes to Components.txt:
Added Organic Costs to Crew Quarters, Space Shipyards, Figher Cockpits, Boarding Parties,
-500 KT to the Construction Rates for Organic and Radioctives on Space Yards.
Added Mini Cargo Bay I component which is 5 KT and stores 30 KT. This item will not display if Obsolete items are hidden.
Added Mini Supply Storage I which is 5 KT and stores 100 untis of supply. Added 1 kT worth of Cargo space to supply components so that they count as Cargo components on Freighters, allowing those hulls to build supply ships.
Removed Mine Layers and Mine Sweepers from the game. Removed Mine Warheads.
Change the Quantum Reactor to act like a 500 supply generating Solar Collector. Decreased Mineral cost by 200 KT.
Increased the Supply usage of Phased Energy Weapons from 5 to 20.
Add Computer Tech requirements to Security Stations (assume those to be mechanical defense systems whereas you can use Boarding Parties to counter Boarding Parties for non mechanical ones).
Added a 10 KT Mini Depleted Uranium Cannon, to create Lightly armed ships or Minimally armed ships for Boarding or Assualting Planets. Turn on obsolete components to see this one.
Reduced the Damage of Depleted Uranium Cannons by 5 at each level. Significanly reduced the effectiveness of Small DUCs.
Reduced the size of Small Anti-Matter Torps from 10 to 8.
Changed the Talisman to take 10 KT of space, 20 KT of damage, Costs 200 Min, 800 Organics, and acts as Armor (takes damage before other components).
VehicleSize.txt:
Re-priced most hulls to include the factor that their engines would be bigger in proportion and made ships progressively easier to hit: +10 BC, +20 BS, +30 DN
Made Lighter Carriers 780 KT. +20% to hit, and requires Ship Con 3. Other Carriers change in a like fashion.
Adjusted Transport Costs. Fighers cost 50,100, 150 Radioactives.
Added Organic Cost to Troops.
Removed Mines.
Settings.txt:
Changed Planet Construction rates of Radioactives and Ognaics to be 1000 KT.
CompEnhancement.txt:
Change Weapon Mount Efficiencies to generally be 1.1, 1.2, and 1.3 instead of 1.33, 1.5, 1.67.
Cultures.txt:
Added minor bonuses to Neutral culture. No negatives.
RacialTraits.txt:
Revamped. Just create a race and you will see. Note areas that affect the same area are stackable (combinable).
TechArea.txt:
Ice Planet Colonization Base: 200,000
Gas Giant Colonization Base: 2,000,000
Removed Mines
Armor Base: 10K was 5 K.
Shields Base: 20K was 10K
Cloaking base: 50K was 40K
Scanners Base: 50K was 100K
Advanced Mil Sci Base: 50K was 5K.
Phased Energy Weapons Base: 20K was 5 K.
Ship Capture Base: 10K, was 5K.
Computer Combat Base: 20K was 5K.
Null Space Weapons Base: 20K, was 5K.
Crystalline Weapons Base 10K, was 20K (you need high levels before they are worth deploying)
Troop Weapons Base: 10K was 5K
Small Weapons Base 20K was 5K.
Stellar Harnessing Base 20K was 10K.
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