Comments on Combined Mods with Additional Enhancements
In order to make for a more challenging single player game I have combined the TDM-ModPack 3.30 and Fyron's Quadrant Mod Standard 1.18. I have also made the following enhancements:
- Level cost for tech areas doubled.
- Facility mineral costs doubled.
- To-hit modifiers added to weapon descriptions.
- Point - Defense Cannons to-hit reduced and uses progressive to-hit scale.
- Graviton Hellbore damage increased by 20%.
- Shard Cannon damage slightly increased (a few points).
- Telekinetic Projector damage decreases slightly over distance.
- Anti - Matter Torpedo radioactives cost tripled.
- Quantum Torpedo radioactives cost tripled.
- Quantum Torpedo to-hit +10 added.
- Wave - Motion Gun construction resource costs doubled.
- Wave - Motion Gun II range increased by 1.
- Wave - Motion Gun III range increased by 2.
- Wave - Motion Gun supply amount used doubled.
- Most mineral costs in VehicleSize.txt increased by various margins. Examples:
Escort 450
Frigate 700
Destroyer 1200
Light Cruiser 1800
Cruiser 3000
Battle Cruiser 4200
Battleship 6400
Dreadnought 10000
Baseship 20000
Other ship's mineral costs have been doubled. Bases, satellites, fighters, drones, and mines are basically unchanged.
- All units in VehicleSize.txt have resource construction cost which equals 10% of mineral cost.
Based on other player's experiences, will the combination of the above make for a challenging game or will the AI be incapable of dealing with the increased costs? Most of these changes are designed to slow me down more than the AI.
I may also change Fyron's SystemTypes.txt to have systems with both fewer and greater planets and possibly less asteroids overall.
I plan on playing with high research costs even with the doubled research cost above. (I enjoy a slow tech evolving game starting with minial techs.)
Comments?
-Chris
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