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5X - The Ultimate Balance Mod

mod balance

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Spud_Dastardly #361 Posted 19 February 2018 - 10:52 AM

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Hey Summon3r, welcome back. It doesn't matter in which order you subscribe to mods, but in the mods menu in game, the order of the mods there matters because that's the order they're loaded in.

Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Summon3r #362 Posted 19 February 2018 - 04:00 PM

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View PostSpud_Dastardly, on 19 February 2018 - 10:52 AM, said:

Hey Summon3r, welcome back. It doesn't matter in which order you subscribe to mods, but in the mods menu in game, the order of the mods there matters because that's the order they're loaded in.

 

thx!

 

i did not  realize you could rearange mods in the mod menu in steam? all mine for all my games are in alphabetical i believe. do i just drag them around then to get the correct order?

 

tried dragging my stellaris mods around that doesnt work, does it just matter in which order i select them?


Edited by Summon3r, 19 February 2018 - 04:11 PM.


Spud_Dastardly #363 Posted 28 February 2018 - 02:48 AM

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Sorry for the late reply. On the mods menu when you mouse over a mod, there should be little arrows on the left you can click to move them up and down.

Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Summon3r #364 Posted 28 February 2018 - 07:49 PM

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thx!

Strider__2020 #365 Posted 02 April 2018 - 01:52 AM

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Is this mod still compatible with UCP 5.7 (new update recently).  Thinking of starting a new game.

 

Edit: Nevermind.  I see your mod on Nexus has been updated just yesterday :)

 

Great!

__________________________

 

The mod has come a long way.  14 races in the galaxy is awesome and the additional ship types with different configurations is a nice change.  Good to have you and the UCP creator fixing up this game and making it a worthy MOO 2 sequel. 

 


Edited by Strider__2020, 02 April 2018 - 09:41 PM.


Laegad #366 Posted 21 April 2018 - 03:51 PM

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Spud,

I just send to you some update about the french version (by email); tell me if you received them...

[Currently, i'm playing endless space II...]



zitro1987 #367 Posted Today, 12:51 AM

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    06-24-2019

Thank you for all your work. I started playing Master of Orion with 5X + UCP, thus I don't have the experience of comparing your mod against the regular unmodded game other than reading extensive documentation prior to buying the game. From what I can tell, this mod is mainly about balance rather than a game-changing expansion and the game plays really really well.

 

Weapons:

*I like the fact beam weapons are useful from early on (neutron blaster or even laser cannon), thus players have a choice on whether to use missiles vs cannons

*The progression of beams halfway through seem a bit unbalanced in terms of progression with multi-shot beams (plasma/particle) coming out ahead of one-shot (phasor/gauss) and other weapon types. I'm pretty sure it is intentional that these multi-shot weapons have extreme piercing ratings, but these weapons are also surprisingly good at destroying shields of their technology tier (ENV mod), their supposed weakness. Maybe the damage per proc needs a decrease with an increased number of procs (a bit towards to original game specifications) or removing ENV altogether from beams.

*Bombs do not progress as much as I would hope, particularly in terms of colony bombardment, making it an unappealing choice. If bombing chances start at 50%, 65%, 80%, 95% with the post-neutronium bomb having a space reduction, the progression would feel more noticeable and more appropriate against increasingly tough planetary shields.

*heavy mount is extremely good and i do not understand why it has to increasy damage by 2x with just a 50pct space increase. While rate of fire is lower the 2x damage modifier is a balancing issue for those multi-shot beam weapons. A 1.75 damage modifier would still make weapon worthwhile. This, like makes multishot beam weapons better against shields than intended.

*I would like it if the weapon modification had higher production costs given it is almost always worth choosing all at the same time (especially for multi-shot beams)

 

Specials:

*Certain specials like multi-wave jammer get very bulky for larger ships and seem pretty situational despite spending time with research.

*The beam-related specials stack too well in this game, especially those later ones. One way to limit this could be moving 'high energy focus' to the same tier as hyper-drive, thus picking both High Energy and Hyper-X would translate to slow ships.  

*Missiles and torpedoes don't have much in terms of specials 

 

Ships:

*Civilian Transports in this Master of Orion are tedious micro-management past the early game. Can we have upgrades just like with troop transports to transport, say 5 civilian units per ship?

*Troop transports don't seem to take away from marines on defense. Is that intentional or some kind of bug?

*Antarans have extremely unbalanced designs with way too much firepower on those aforementioned overpowered multi-shot beams (death rays). Durability-wise, they die fairly easy making these fights awkwardly short and chaotic.

*I like your work on pirate ship stats. They are neither too weak nor too strong and have a nice variety of attacks.

 

Economy:  

*I was surprised that Orion doesn't boost research and is otherwise a superior gaia-type planet. I would love it if it is the only planet with base +8 research per pop or even having a special resource of +100 research. It feels like something is missing.

*Many many of those buildings relating to resources are very +1 or +2 (or low %) centric in terms of food, growth, morale, etc. It would be really nice if most of these get boosted to the levels of regular buildings to incentivize these kinds of planets (even if it means reducing their natural bonus to compensate). The gold/gem scanner at just +5 gold is also underwhelming. Moon-related buildings are a tad stronger, probably because moons dont have automatic bonuses, thus ok.

*Cloning center requiring that much production for a barely noticeable 25% pop growth irks me. The buyout 20% building is also underwhelming. Having both at 33% would make the former more attractive against microbiotics and the latter for non-production cities and research investment worthwhile 

*On the other hand, the later buildings in original Master of Orion seemed over-the-top, thus you moderating their bonuses was needed.

*Also, I greatly appreciate your boosting various buildings that were either underwhelming in the original game (as it appears on documentation) or changed a +1 gold per pop to a +5 gold early in game (fixed bonuses are more useful early on)

*(more of a game critique than a mod critique) - I feel like the number of buildings is quite excessive on this game, particularly money buildings

 







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