
May 10th, 2002, 06:25 AM
|
Corporal
|
|
Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Here is the current summary of changes for Derek's Mod Gold v 1.02
Quote:
Summary of Changes
v 1.02 05/09/2002
Added Mine Sweepers back in; these were originally taken out in the Devnull Mod, and Mine Sweeping was given to Point Defense. I changed Mine Sweepers to 20 kT as opposed to 30Kt but I added in a radioactives requirement to simulate the methods of mine detection
Reduced the mine sweeping ability of Point Defense Levels 1,2,3 now sweep 1 mine, and lvls 4 & 5 sweep 2 mines
Added in Combat Bridge; 20 kT vice the bridges 10kT and costs much more minerals and rads, along with some organics, but armored and improves offense and defense by 5%
Added in Weapons Platform Command Centers; live human crews running weapons platforms give offensive bonuses, but cost more.
Added in boarding defense to Crew's Quarters; it makes sense that any crew could defend its ship, even if they are only Navy squids....
Added in 10kT Cargo Compartment and 5kT Cargo Niche to fill up ship space
Same thing with Supply Compartment and Supply Niche
Added Deep Station (1000kT) and War Base (2000kT as new base types; changed Base Construction tech to reflect 5 levels of base types, but cut cost of Base Construction in half
Played around with Base Mount sizes to ensure each new level of Base allowed a new type of mount
Added in Gravitic Drives (I, II, III) which increases combat movement, and give combat defensive bonus, but are 100kT. Worth it for larger ships.
Changed Engineering Department to generate extra movement, rather than combat movement. It now does not interfere with Gravitic Drive. Also acts as somewhat of a damage control, as it takes 50kT of space, but is worth 250kT of structure. Also increased radioactive cost
Cleaned up the Facilities.txt, removing all duplicate facilities that are relics from Proportions; they were there so that Proportions could be easily upgraded.
Added in Large Planetary Shield Generators, which are about half as effective, and more expensive than the alien Version, but still provide protection for a planet. Also added in associated technology.
Replaced my quadranttypes.txt with the one from Proportions; rather than doing the work myself, I figured there was no reason to re-invent the wheel, and used the excellent one in Proportions written by PvK
Increased the Combat Bonus of Combat Sensors by 5% each sensor; I felt there were not enough hits at long ranges in combat.
Added in Kaon Torpedos; torpedos made of kaons, a type of mesons with an interesting decay pattern that results in Kaon Torpedos doing more damage at longer ranges. Also put in the associated technology, which requires Physics 4 and Torpedos 6 before Kaon Weapons can be researched.
Increased the Combat to hit of every attack ship size by 5, same reason as for Combat sensors
v 1.01 05/08/2002
Added bomb pumped X Ray Lasers. Long range, low damage, skips armor and shields. They need tech area 'X Ray Lasers' which needs a number of other techs
Changed Capital Ship Missiles speed to 8 from 6
Changed HBM Missiles to speed 5 from 4, and added in Quad damage to shields.
v 1.00 05/07/2002
Initial release as a beta testable mod. If you encounter problems or suggestions, let me know.
Added the Events file from the EyeCandy Mod on the Gold CD, authored by Richard Bradley (Dracus). The events data file increases the number of events from 17 to 55. There are about 10 positive events included. The ratio insures that the lucky trait is not degraded.
Added the facilities of Proportions Mod, along with the economic model and some other minor things from proportions.
Added most of Devnull Mod by Devnull (originally), modified by Geoschmo and Rollo.
Space Monsters courtesy of Rollo.
Added Heavy Sheild Generators from Suicide Junkie.
Added in quasi-Newtonian Propulsion, courtesy of many.
Changed Missiles to 40kT. They were 25kT in Devnull; I thought this was too little.
Changed all the ship sizes; see the attached spreadsheet for a list of the ship sizes and abilities
Most of the ship sizes now include a good amount of radioactives for production, re-emphasizing rads.
Added fighter mountable missiles to help absorb some of the point defense that fighters hate.
Weapon mounts are changed so that increasing classes of ships (scout class, destroyer class, cruiser class, ship of the line, and Monitor) have increasing weapon mounts available to them
Changed many, many other things which I haven't typed up in a readme.
|
Thats enough for today; some more changes tomorrow, and some more AI tweaking, and v 1.1 should be released during the weekend.
Derek
[ 10 May 2002, 07:09: Message edited by: Derek ]
|