My mega mod is finally available on the Steam workshop or on Nexus Mods! It combines my previous five mods, the balanced races, strong empire defense, spying/diplomacy, galaxy setup, and tech tree, all into one big mod. Here are some new features for the new version of the mod:
- You can now choose terraforming or jump gate as a starting tech for a custom race. For the cheaters out there, I also added a 100 free points option to help you steam roll the galaxy.
- Added Impossible difficulty. Extreme difficulty basically adds 50% to the AI's everything (except food, which I'll explain), and Impossible bumps that up to 100%. One slight tweak: Very Hard, Extreme, and Impossible difficulties only give a 10% bonus to food output now (same as on hard difficulty). This is so the Silicoids don't get left behind and so you can't exploit the large populations of easy to invade races to dramatically boost your population.
- Rebalanced the new pollution system. Toxic processor gives more cleanup, population no longer generated pollution so you aren't penalized for having bigger, better planets. Radiation shield, flux shield, and barrier shield now also offer some pollution clean up to help you out when pollution processors and core waste dumps aren't enough. You now always get the core waste dump instead of having it be a choice tech, and deep core mine has been moved to a different node.
- Advanced missile base and Advanced orbital batteries added to further boost the strength of defenses in mid to late game. There's no chance you'll shoot down the armada of missiles you'll have to face should you attack a planet with an advanced missile base!
- Battle pods doesn't take up space any more, and the AI always puts it on their ships, and the defenses automatically equip it.
- Fighters now deploy twice as many fighters per deployment, doubling their damage. They also have double the range now and can attack from an incredible distance. I haven't done much testing with them yet, but I think this will give a much stronger incentive to use them.
- New end game miniaturizations and layout of the end game tech tree. Two tech nodes are now choices to benefit creative. You'll find miniaturizations for fighters and special systems in the hyper advanced nodes. Added a new computer, the chromodynamic computer (quantum chromodynamics is actually a thing btw unlike "moleculartronics" )
- Nerfed the end game buildings a little bit. The production one gives you +100 now, and the galactic command center gives you a 20% reduction to command point cost plus 50 extra command point. Instant gaia costs more industry now.
- Created several new rounds of anomaly spawning and increased the rewards. Now you really get a treasure trove of BC when you find BC, though ships and tech are more likely now, and in some of the later anomalies you get better ships: even possibly a colony ship around turn 70-100 or so if you're lucky! I wanted to make anomalies spawn throughout the entire game, but the game just stops spawning them eventually for some reason. I can't figure out what the trigger is.
- Other minor tweaks to buildings like giving marine barracks +10% morale but reducing holo simulator to 10% and giving colony base now +1 production.
- New pre-warp technologies.
I would love to list all of the changes over vanilla that this mod has, but you would be reading a novel at that point! I'll post some documentation soon. You're welcome to continue using the other mod threads to discuss specific aspects of the new mod, but I figured a new thread was probably necessary to have a place to discuss the new composite mod in general. As always, your feedback and suggestions are welcome!
By the way, ElPozoleOlmeca when are we getting that new mods section for the forums?
Edited by Spud_Dastardly, 15 November 2016 - 08:24 AM.