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DW - Starfall Ver 1.12

 
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DW - Starfall Ver 1.12 - 7/26/2014 9:24:18 PM   
fierceking

 

Posts: 234
Joined: 7/24/2010
Status: offline




About this mod:

A mod that extends all features of the original

- 72 races (2 non-playable)
- 1082 research techs and 256 components
- Smarter AI
- 70 new resources
- over 35500 characters
- over 525 different species character portraits

Major changes to hyperdrives
- Warp bubble increased from 2000 to 2850
- Level 1 Gerax drive lowered from 11500 to 6000
- Major change to hyperdrive speeds in mid-game. At tech level 3, hyperdrive speeds ramp up to 3x what it was from the original

This makes expansion slower and makes empires stronger by the time you start meeting them. This also allows you to build up before you meet other empires.

Hyperdrive speeds then ramp up mid-game.

- Tech Tree goes up to level 13
- All planet types researchable at level 1
- 6 new robotic repair techlines
- 6 different construction size techline
- Many different types of weapons with different speed/ranges/damage
- Weapon techs branch off to give many options
- 3 different options of research to focus on (Energy Based, Weapon Bases or High Tech)
- Troop/Armored choices can be based on Attack, defense or balanced.
- 5 reactor fuels
- 24 government types

Boost to all spaceports
- 15 to 28 fighter bays for large spaceports depending on empire
- medium ports are now the size of large spaceports
- large spaceports are now really huge with tons of weapons and shields
- defensive bases boosted from 2 fighter bays to (4-7) and now the size of small spaceports
- boost to trade bonus + other military reduction bonus tech additions to increase income for larger fleets
- controlling and defending planets are now more important since invading is very hard.
- Bombard weapons can be researched early so that empires who like to exterminate can do so early.
- increased the minimum troop per planet number
- boosted Invasion Overkill value higher for all races

Other changes
- Lowered the amount of resources in the galaxy
- Boost to the # of ship captains appearing in the game. (They die a lot)
- Other things I can't remember...





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Version 1.12

- updated Feb 17, 2016

Bug Fixes
- Fixed most of the character ability values (some did not need fixing). Character should now have the correct abilities pertaining to their role.

AI Tweaks
- Minog will now skip the High Power Discharge in their research sequence since they don't need it
- the following races (Delphid, Vik'yd, Zenox and Juuhesh) will skip the Lateral Shield in their research sequence which they dont need anymore


Other Changes
- Lowered resource abundance of the following:
- Hydrogen -10%
- Krypton -10%
- Argon -15%
- Helium -10%
- Red plasma -10%



Download Latest Version:

DW - Starfall v1.12
- 619 Megs



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Version 1.11

- updated Feb 6, 2016

- Fixed repairbot techline which went from S2F4 to S3F6 without component being added. So the techline ended prematurely and the player could not use the new repairbot. Should be fixed now
- Removed M3 repairbot and replaced with M1-mini repairbot to compensate. And then placed that component onto S2F4 repairbot techline sequence.

- Fixed Stealth tech to not require Short-Ranged Scanner tech which is limited to 2 races only
- Superior Natural Flight will now follow the Shockwave torpedo techline and not the Oberon Torpedo techline.
- Removed the Heavy Missile Superloading as a prerequisite for Perfected Flight Mastery (Minog Only Tech)

- Reworked Specialty Area Shield Regen for
a) Zenox/Juuhesh techline - Massive boost to Maximum recharge amount but smaller range
b) Delphid/Vik'yd techline - Massive boost to range of regen but less recharge amount

- Removed prerequisite (Lateral Shield Regen) for all tech level 13 Shields techs








Option 1:

Download the whole thing

DW - Starfall v1.11
- 628 Megs


And since there are so many people already have version 1.10 (almost 1400 people which is surprising), I added an option to download an update from 1.10 to 1.11 with a small update. So people don't have to download the whole 600 meg mod again.

Option 2:

It contains 3 files:

about.png
research.txt
component.txt


(Just replace or drag and drop these 3 files onto the Starfall 1.10 folder)

Patch from 1.10 to 1.11

DW - Starfall v1.11 update
- <1 Megs

(If you download the update, the mod will still say version 1.10 but it applies all the fixes mentioned above. You can rename the folder to Starfall 1.11 if you'd like)


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Version 1.10

- updated Sept 26, 2015



Changes/Fixes:

- Deleted about 30 human character portraits
- Added 100 human character portraits (mostly from character creator of Skyforge and Black Desert Online)
- Added 10 Kiadian character portraits
- Added 10 Juuhesh character portraits
- Added 10 Delphid character portraits
- Added 12 CyberX character portraits
- Added 10 Zel character portraits


- 25 of the smartest species has changed priority and will focus on Trade Guild/Trade Bazaar very early on.
* Some will target Trade Bazaar and ignore Trade Guild and vise versa. It is still possible to outbuild them depending on randomness and if they have money to actually build it.

- Boost shields values of lvl 9 - lvl 13 techs
* Almost all tech 9 and above shield have been slightly boosted.
* Delphid special shield tech have been boosted by a lot

- Changes to AI Spaceports
* Small Spaceport now the size of Medium Spaceport
* Medium Spaceport now the size of Large Spaceport
* Large Spaceport now is super mega-sized
* Number of Shields dependent on the aggressiveness of a species
* Friendlier Species have more shields and more money allocated for defenses which means more money spent on spaceport upkeep so less money spent on ships
* Aggresive Species have less shields in their spaceports compared to friendlier species but their focus is more ships for attacks
* Large Spaceport and Medium Spaceports now have a lot more point defense weapons (This should counter the massive carrier fleets with their swarms of fighters/bombers)
* Small spaceport threshold changed to 500 million
* Medium Spaceport will be built at 1 billion population
* Large Spaceport will be built at 9 billion population


- Tech tree changes

- Change the difficulty level of research from level 10-13
- Level 10 down from 512 to 400
- Level 11 down from 1024 to 600
- Level 12 down from 2048 to 750
- Level 13 down from 4096 to 850
* This should make it a lot easier to reach the higher level techs




- Extended the Gerax Hyperdrive techline to level 13. The component stays the same so there is no need retrofit. To compensate, the hyperdrive is the slowest of all the hyperdrives and this techline is a bit more difficult to research
- Player-Only shield which just auto-upgrade has it's research difficulty increased by 5-25%


* point defense reworked and can now be accessed at level 0
* very low damage Point Defense but should help with early game to counter carriers/capital ships with fighter swarms)

- deleted Rad coupler which was from the Extended Mod (I had no idea what this component did)
- replaced with a new component - Short-Range Scanners
* very small size (20) compared to LRS which is 72 in size
* Level 1 SRS is 100000 compared to 450000 for the LRS (Long Range Scanner)
* 2 species (Draxius, Zel) will have access to this new component which will be used on their civilian freighters designs, exploration ships and mining/gas stations

- Combined ShadowGhost ECM with Fleet Countermeasures for the Kiadians and combined Countermeasures with Fleet Countermeasures for everyone else
- Countermeasure/Fleet Countermeasure extended to level 12 in tech tree
- Combined Raptor Targeting System with Fleet Target Tracking for the Ugnari and Combined Target Tracking with Fleet Target Tracking for everyone else
- Target Tracking/Fleet Target Tracking extended to level 12 in tech tree

- Around 18 species were trying to research tech #386 which should only be available to the Entons. Deleted #386 from research sequence of each one.
- Fixed a bug where Kiadians were not researching the ShadowGhost ECM and were instead researching the weaker countermeasure component.
- Fixed a bug where Ugnaris were not researching the Raptor Targetting System and was researching the weaker Target Tracking component

- Major change to hyperdrive speeds in mid-game. At tech level 3, hyperdrive speeds ramp up to 3x what it was vs version 1.06 of this mod.
* The one major consequence of slower speeds was that fleets cannot reach distant targets so that there can never be coordinated attacks until late game. The change in hyperdrive speeds should allow more coordinated attacks from allies with Mutual defense.
* Also with the speed increase, attacks happen alot more often since far away empires can now travel long distances.
* I kept pre-warf and early hyperdrive speeds slow so that the player and AI have time to build up before they start meeting other empires
* This also affects resource fuels. Since ships will travel more often, it should increase fuel use. This should lead to more fuel shortages. There is just too much resources in the galaxy right now.

- Also Lowered fuel capacity of components to compensate for the speed increase in hyperdrive speeds.

Misc. Changes
- Lowered Galaxy-wide supply of Hydrogen, Helium, Tyderios by 10-12%
- Changed resource required for Point Defense Cannon and Terminator Auto-cannon
- Lowered resource required to make Corvidian Shields
- 10% boost to government type Utopian Paradise
- Slight boost to Merchantile Guild

Download Latest Version:

DW - Starfall v1.10
- 628 Megs



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Version 1.06

- updated Aug 23, 2015

Changes/Fixes:

- Player-Only shield name fix
- missing component bmps fix



Download Latest Version:

DW - Starfall v1.06
- 597 Megs - Mediafire


DW - Starfall v1.06
- 597 Megs - Dropbox (Thanx to Tiberiumkyle)



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Version 1.05

- updated Aug 22, 2015

Changes/Fixes:

- fixed XL ship bug and removed components #256 - #282
- added character images for mortalen and budixian + 10 Ackdarians
- fixed victory conditions for all newly added races
- fixed ackdarian character image typo
- tweak to ackdarian build speed
- removed pirate components and replaced with hyperdrive component #48
- exploration ship design tweak (range is now +50% higher)






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Version 1.01

- updated May 30, 2015

Changes/Fixes:

- added 10 character images for Draxius race + 2 heroes
- escort design somewhat back to original for all races
- repairbot type 3 fix + boost to stats
- pirate tech components stats lowered and techline limited to 1 level
- extra pirate tech levels removed and changed to a new engine techline for the Ackdarian/Gnegn
- Ackdarian now using the new engine techline
- pirate race renamed to piratex
- pirate policy added for all pirate races





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Version 1.0

- updated May 23, 2015


Changes:

- 27 new techs (1074 techs total)
- 31 new components (287 components total)
- Basic Galactopedia forms for all races


More Details:

- Added new optional tech line for Magneton fuel
- Added a 3rd robotic repair tech line so the player has more options
- Shakturi now has it's own repairbot techline

- fixed tech sequence bug with the following races
- Durath, Human, Enton, Kiadian, Lunaros, Naxxilian, Nys'ag, Emmonoid, Teekan, Visareen
- techline for pirates to boost pre-warp difficulty

- Ulphin now uses a new Magneton reactor tech line in research
- 7 races have switched and are now using robotic repair type #3

- fix to Boskara Lavastorm/Spectralstorm not having bombard damage.
- Changed the name of Boskara Firestorm/Lavastorm etc to Plasma Firestorm etc and then changed the damage and firing rate of those weapons so that the game will upgrade to the new weapons when it levels up


Download Latest Version:

DW - Starfall v1.0
- 591 Megs




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Version 0.90

- updated April 12, 2015


Changes:

- replaced XHuman with new race CyberX
- slight boost to Nuclear Devastator level 0
- character for CyberX, Minog, Udrusk, Vlommirt and some more Humans
- fixed Taseron shield tech level 12 had higher stats than tech level 13
- Taseron shield now researchable at level 2
- fixed Ultradense Armor tech overlapping with another tech (moved to tech level 7)
- 2 Legendary Hero Characters for 4 races







Any new race family types (Ent, Crystaline, Aquatic, Arachnid) + any other race which does not have a character set made will be using the default naming system.

Aquatic using default Amphibian names
Arachnid using default Insect names
Ent using default Ursidian names
Crystaline using default Rodent names






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Version 0.85

- updated April 4, 2015


Changes:

- Fixed Quantum tech being mixed with Fusion tech and vise versa
- Fixed Advanced Colonization tech to not have Marsh population boost
- Fixed Cryxal characters not having any names
- Limited ship size 2600 techline to 3 specific races - Cheex, Cryxal, Epeeezzo
- Character sets for Epeeezzo, Gilliad, Tulamrik and Vaxxok
- the government type Military Dictatorship was too strong so lowered some of the values.
- Added a new shield at tech level 4 for testing called Taseron Shield


The shield is double the size of other shields, has less strength but the regen rate is very high.

Comparison at tech level 4
---------------------------------

Deucalios Shield 10 Size 215 Strength 0.5 Recharge Rate
Taseron Shield 20 Size 75 Strength 12.0 Recharge Rate


Comparison at tech level 5
---------------------------------

Meridian Shield 10 Size 220 Strength 1.0 Recharge Rate
Taseron Shield 20 Size 100 Strength 14.0 Recharge Rate

Did not have much time testing this but as of right now, this tech is player only. The other AI will not research this. Feedback would be great.

I'm thinking you would need high burst damage to take this shield down or to gang up on a ship. More likely you will need hyperdeny to prevent them from running off.

To add this extra component, I had to delete Compact Troop Compartment since I couldn't add more components (256 component limit bug). I think this will never be fixed since the last update was back in December so I have to see which components I can to delete and shuffle around tech trees.





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Version 0.8

- updated March 20, 2015



Changes:

- Removed almost all races from Haree's Extended mod except XHuman, Enton and Visareen (Still working on replacing the rest but don't have time)
- Added another 22 new races for a total of 70 races
- Fixed Clomidos smarter AI research tech path (after a certain time, they will stop researching)
- Changed picture of the Clomidos
- Added ship size range of 2200 and 2600
- Added 28 new research techs for a total of 1034
- Added 3 new character sets (3500 characters) Epsohlie, Zel, Xhuman and Xflinta
- Added 19 new characters to the human sets
- Added graphics for many new weapon effects
- Boosted the appearance of Ship Captains. Ratio is now 2.5 to 1 vs Fleet Commanders. Ship Captains die very easily that you need more of them.
- Rebalanced research cost of ship size techs. Shipsize 2000 is 20% faster to research vs 2400 and 40% faster vs 2800 max size.
- tweak to weapon damage for balance
- change shield damage indicator color to red
- Almost all tech are now used by at least one race for more variety

New Races




New Character Sets

The human characters from 56 - 84 were suppose to be for the XHuman race but since I might be replacing that race, I temporarily merged it with the Humans. I really like the XHuman race so I'm undecided as to what to do. So for now it stays. So now the humans have 1500+ characters











** Note to the Devs (if they are reading this)
Adding more component past 256 still causes a crash


----------------------------------------------------------------------




Version 0.7

- updated November 27, 2014

This little update adds a little bit of immersion to the game. Adding a total of 16000 characters.


* added character sets for 16 races totaling 197 portraits.

- 10 - Abaddus
- 10 - Ackdarian
- 10 - Atuuk
- 10 - Delphid
- 10 - Enton
- 11 - Gastridas
- 10 - Gizurian
- 10 - Haakonish
- 46 - Human
- 10 - Ieq'ent
- 10 - Ikkuro
- 10 - Ketarov
- 10 - Kiadian
- 10 - Naxxilian
- 10 - Quemeno
- 10 - Visareen


* Each race has a total of 1000 characters which comprise of

- 100 Faction Leader
- 150 Ambassador
- 150 Colony Governor
- 100 Fleet Admiral
- 100 Ship Captains
- 150 Troop General
- 150 Intelligence Agent
- 100 Scientist

* At the start of a new game, the game will randomly generate 2-3 characters at the start. New characters will appear as the game progresses.
* There are no presets characters at the start of the game. All are random.
* Character stats are not too overpowered. There are no legendary characters. Although you change change the numbers yourself if you choose.






Other changes:
- added bombard tech level 0 to make the game a bit more challenging.
- this will force the player to protect each planet since the AI will now bombard unprotected colonies



** Things that need fixing by the Devs

In the vanilla game, when other races join you, characters from that race appear as special characters for your empire. After creating the character.txt, only characters listed in that text file will appear in your empire. Even though other races join your empire, you will not get any new characters from that race. So if you play humans, you will only get human characters. Same goes for all races.

A workaround of adding all the characters onto one character.txt did not work.

(Also it gave me some ideas about story driven mods that are character driven. The story can progress as chat bubbles that the characters provide to the players that pop up. But events can only trigger in 3 ways and is very limited.
- request for events that are triggered by time/randomness
- request for events that are triggered after the completion of a particular tech in the research tree
- request for events that are triggered by death of character(s)
- request for events that are triggered by population size
- request for events that are triggered by a combination of things like money or character stats


-------------------------------------------------------------------------------------------------------------------------------------




New for Version 0.6

- updated October 25, 2014

*** You will need to have 1.9.5.9 patch for this mod to work

* It was a lot more work than I thought. I'm glad that is over with. The insane amount of choices is what really made me almost give up. Every single race will follow a different path from the rest. No 2 races will research the exact same path. Each one differs in weapon choice, engine, ship size, etc.

A small video Clip of the tech tree and how the AI will focus on one branch of a tech tree
https://www.youtube.com/watch?v=5kl_Hac3IBQ


There are currently 48 Races
1008 Techs
256 components
24 governments
80 resources


Changes from version 0.5

- Smart AI Researching is now complete
- All empires are unique in what tech they focus on.
- No 2 empires are the same in what they will research
- All empires will focus on one weapon and research it thoroughly
- Empires will not waste time researching similar techs
- Empires will not research techs that does not benefit them
- Empires will prioritize weapons over anything else
- Each empire has a different ship configuration ratio for their fleets
- All empires has HomeDefensePriority of over 2.5+
- All empires has their military construction level set to (1.5 which is the max)
- All empires has their troop recruitment level set to max
- With so much cash Empires now have huge amount of ships (minimum of 300)
- Endless battles/attack later in game
- Added a few more techs to finish some branches now totalling 1008
- Massive spaceports are now needed to repel coordinated attacks
- Removed escort design for all races except Delphid which uses escorts as their primary ship
- Added bombard to all destroyers and cruisers to help races that like to use bombard
- Early access to bombard for those races that like to use that weapon
- Fleet ratio now weight heavy on carriers and capital ships
- lowered fighter bay to 3 fighter/ 3 bombers for level 1 and goes to 6/6 at level 13
- Boosted torrent drive and pixel drive speed
- for smarters races, focus is placed on Trade Guild and Trade Bazaar
- size 2800 construction limited to Abaddus, Boskara, Caleph, Clomidos, Dhayut, Egora, Gastridas, Mechanoid, Mortalen, Shakturi, Visareen
- 3 races uses 2000 max construction Kuannut, Napoar, Ylta
- lowered trade bonus for all government types by 20% because every empire had huge fleets even pirates which had 300+
- excel data sheet included with all data for all races about various things
- population changes for rebalancing with chart below






Fixes

- fixed (Lemeresh had Super Laser Weapon tech at the start of the game)
- fixed armored unit link that was connected to armor tech
- removed link for Hyperdeny which required hyperdrives prerequisites






Resources

- Lowered galaxywide supply of caslon, lead, steel, gold
- Lowered galaxtwide supply of previously added tech parts by 5% to make them more rare and to induce trading between empires
- I've always thought that the asteroid field should be more rich in different minerals. In DW - Vanilla, it's just filled with steel, gold and lead. To add variety, I've added more.
- Also with the component cap being increased to 400, the new components should be using different resource combos.
- Asteroid fields are now very rich in minerals



(New Minerals)

(Found in Ice Planets)
Quantium
Neutronium
Umbral





(Asteroid Belt/Barren Rocks)
Nethercite
Spiralite
Koronium
Obsidian Shard
Azumite
Saronite
Truesilver
Alcahest
* Trace amounts in Desert/Volcanic Planets

(Found in Continental/Marsh/Ocean Planets)
Polywater

(Trace amounts found in all planet types)
Trilium Ore
Mezzonite




(New Gasses)

- Tylium
- Red Plasma
- Magneton (Used for special hyperdrive fuel for Kestudon)







(New Tech Parts)

- Nexus Cube
- Parallax Core
- Apex Demodulator

- More parts that will be needed for high level tech components







New Government type
- Way of the Void (Kestudon only)
* Kestudon had Way of the Darkness at the start and it was too powerful so added Way of the Void as a weaker version of Way of Darkness


- added troop transports on destroyers
- lowered shield on some planets
- increase weapon on some planets




New Techs

- added a new tech shipboarding tech branch for the Kuannut since their special is shipboarding.


Also added Ra131's Planets rework v0.4
- I did a little sharpening and bright/darkening of certain pics
- made forest greener, oceans bluer, etc.

Barren Rock




Continental




Desert




Forest




Ice / Glacial




Marshy Swamp




Ocean




Volcanic








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This is a WIP mod I've created based off of Haree's Extended mod. I think an older version of that mod, not the current one.

I couldn't really come up with an appropriate name so I just made one up and named it...

Starfall




Current Version is - Version 0.5

Some info about the mod...


There are currently 48 Races
1000 Techs
256 components
8 new governments



So far only 19 of 48 races have Smarter AI Researching. I am releasing it incomplete just in case I decide to stop making the mod.

The 8 New Races





1 - Abaddus - pic #40

- Reptile
- fast reproduction at 13% growth
- strong start Hegemony
- very aggressive
- special component is Sinewave reactor. Which is 1 of 2 the top reactor techs using Argon gas
- They prefer big ships.




2 - Clomidos - pic #41

- Insect
- slow reproduction 1% Growth
- Massive boost in pop every 20 years (swarm + hero general) which last 5yrs
- Hive government
- New troops appearing in planets during swarm cycle
- Very slow start with 1% population growth. Very painpul for expansion but when this thing gets going, it's very explosive in population.
- very strong in the later stages with pop growth booming
- I consider these like cicadas which has a population boom every 11-13 years depending on species.
- special component is Heliowave reactor. Which is 1 of 2 the top reactor techs using Krypton gas




3 - Delphid - pic #42

- Merchant race that is very profitable
- very small fleet numbers
- 80% of ships produced are escort for escorting civilian ships. Escorts are made for speed and manueverability
- 10% are troop transports for invading (just in case)
- ships are weak because they about efficiency and equipped with tractor beams and phasers (will probably remove and change for quicker ships)
- very passive and friendly




4 - Egora - pic #43


- remnant from the great war. They were what was left of over from the battlebots of the Shakturi. After the war they grouped up together and formed a new way to survive.
- They hate all races including the Ancient Guardians and The Shakturi.
- as mechanoids, there is no war weariness
- New government - Way of the Mechanoid
- playing this race means the Ancient Guardians will automatically hate your race from the start of the game.
- war weariness is near 0 because they are mechanoid and prefer to war with other races.
- be brepared to be at war with every other race in the game w/o any alliance
- Ships made are stronger than average races
- AI played Egora will not hire Pirates for defense or attack mission


5 - Gastridas - pic #44
- not decided what these will be but my idea of carriers of virus that spread as they contact other races
- WIP needs to be more unique
- but can be played as a race





6 - Zussylfa - pic #45


- Amphibians (Bullfrog hybrid type or something)
- focusing on torpedoes tech
- all ship and base designs modified to mainly use torpedoes
- 8% population growth
- Starting government = random
- (will have a special torpedo component added later on)




7 - Kuannut - pic #46


- Insectoid
- Lives in Desert so a slight boost to colonizing desert planets, also made it abit costlier to colonize ice/ocean planets
- 12% population growth
- Starting government = random
- they are now a scavenger type race
- they like to capture other ships
- they can only build frigates, destroyers and troop transports
- ships are flimsy but cheap to make
- they can mass produce these ships but they are not strong
- shield and armor is minimal but has phasers and a lot of boarding capabilities
- the aim is to have them not build big ships but to capture them instead
- therefore deleted design templates for carrier, escort, resupply ships, cruisers and capital ships
- change designs for both frigate and destroyer to be minimalistic as possible
- changed weapon type to just phasers and added extra assaultpods (6-8)
- increase speed and lowered armors
- destroyers have hyperdeny so enemies can't get away
- frigates are quicker
- minimal shielding
- removed stealthcloaks from both frigate and destroyer design

* +50% to ship saving
* ship building speed is 150% normal vs other empires
* changed trade bonus from +5 to 0
* they look strong when looking at military strength but their ships are easy to destroy
* from testing they continually attack when at war because they have so much ships. But they dont accomplish much.
* I've seen their fleets getting demolished easily (need testing for balance)
* boosted fleet size to 24 and strike force to 15 because their fleet is too weak




8 - Ieq'ent - pic #47

- new class family Ent
- likes harsh climates, Starting planet Volcanic
- very aggressive
- don't like bugs and rodents, likes avians
- 7% population growth
- starting government Empire
- PopulationGrowthRate = +5% if Polydenum resource found on the planet
- IncomeBonus = +5% if Tollen Crystal resource found on the planet

-----------------------------------------------------------------------------------------------


1000 Techs
256 components


The tech tree has been rebalanced and extended up to tech level 13

Although massive, you don't actually have to research every single one of them. The point of this mod is to give the player options in how to play depending on their playstyle.

All 6 colonization tech moved to level 1
- Terraforming moved to level 3 by itself
- Improved colonization for all 6 techs moved level 4


There are 5 types of reactors using 5 different gasses

Hydrogen
Caslon - You can now use caslon as an end game fuel source ( to balance this, I've lowered the galaxy supply of caslon by about 20%)
Krypton - used by Abaddus
Argon - used by Delphid
Helium 3 - used by Quemeno

* First I wanted to make a new component that converted Helium to Helim-3 as a fuel source but that can't be done by modding so I had to go another route. I made a new reactor which will use a lot of Helium to make and will use Helium as it's fuel source.

Major changes to hyperdrives
- Warp bubble from 2000 to 2850
- Gerax drive lowered to 6000 from 11500
- Calista drive down to 9000
- Equinox down to 10000
- Kaldos drive now 8500
- Top galaxy speed capped at 19500 (this will go up eventually as I add new hyperdrives)
* That last one is actually wrong, since I've added new hyperdrives. Top speed currently at around 33000

This makes expansion slower and makes empires stronger by the time you start meeting them.



There are many different weapons with differing speeds, ranges and rate of fire.

There are 3 types of armor with differing armor strength and reactive armor strength combo



There are 3 different types of infantry research focussing on (Attack, Defense or Balanced approach)
- plus a bonus to some races in a special tree branch









There are 3 different types of armored tank/units also focussing on (Attack, Defense or Balanced approach)

You get to choose the way you want to play. Either Focus on Offence, Defense or play balanced




There are 3 different types of planetary defenses focussing on (Accuracy, Damage or Balanced approach)

There are 3 different types of Shipboard Marines which again focus on (Attack, Defense or Balanced approach)

Again more choices to play with. Defense, Offence, Balanced and for Planetary Defense you can choose Accuracy






There are 2 types of autocannon
1) the original
2) one that fires very rapidly (every .22 secs) for those pesky fighters




There are 2 types of missiles
1) very long range, very very slow speed but energy efficient
2) faster missile speed, shorter range but has faster firing rate

The Beam weapon tree is divided into 3 weapons

1) Lasers
2) Blasters
3) Phasers

Each of these 3 are sub-divided into more

Lasers is divided into 4 different laser weapons




Blasters is divided into 4 different blaster weapons


Phasers is divided into 4 different phaser weapons



There are 2 ion weapons

There are 4 types of tractor beams

There are 2 types of area weapons with 2 different weapon balance to make 4 types

There are 8 types of torpedoes

- Some are very slow and some very fast
- some have very long range and others short
- there are many different combinations






These weapons all vary in
1) Range
2) Energy efficiency
3) Damage
4) Rate of fire

There are 4 types of repairbots (2 for Ikkuro)
1) focusing on faster repair
2) focusing on damage absorbsion







There are 4 types of ship construction sizes to choose from
1) max out at 2800

- weapon plant, hightech plant, energy plant are very big in size
- low output
- Build speed is very slow to balance out the size
- materials to build the 3 plants are very expensive
* the tech tree is tied to a very large engine that is not very energy efficient



2) max out at 2400
- weapon plant, hightech plant, energy plant are medium in size
- medium build output
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper



3) max out at 2000
- weapon plant, hightech plant, energy plant are small in size so it takes less space
- faster build output
- Building ship is at it's fastest
- materials to build the 3 plants are very cheap



4) max out of 2500 (XHuman Only)
- weapon plant, hightech plant, energy plant are medium in size
- medium build output but faster than the 2400 build
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper





- One would usually choose the biggest as the only choice but I've made is so that it is very expensive to make those plants. (weapon plant, hightech plant, energy plant) They require very rare materials that are hard to get. Not impossible but hard.

- Plus construction speed will be a factor later on.






There are 4 types of engines with 1 of them having very high cruise thrust speed

There are 4 types of hyperdrives with differences in

1) Quick Hyperjumps (2 secs)
2) Energy efficient jump drives
3) High speed
4) Balance of the top 3

There are 4 types of shields which differ in varing amounts in Shield strengths and recharge rate



Research Labs

This is the original with 3 consecutive wonders. So the first one to research these pretty much gets all 3 wonders.

Now you have to focus on one and you can't get all 3.





There are 4 types of research lab branches with it's own wonder.

1) Focus on Weapon Research
2) Focus on Energy Research
3) Focus on HighTech Research
4) Focus on a Balanced Research of all 3





The Delphid has 2 types of Shields
The Xenox has 2 types of shields to choose from


- These 2 races also get the bonus of recharging shield automatically research with the same techs



The Boskara has 2 different types of special weapon which branches off
The Paratis has 2 special missile weapon types that branches off
The Egora and Wakerrus share 2 tech weapons trees that crossover and eventually goes to a superweapon
The Yor has 2 different tech branches that also upgrade to newer beam weapons

Some extra bonus for some races...





-----------------------------------------------------------------------------------------------

8 New Governments

Religious Unity
Way of the Mechanoids
Federation
Meritocracy
Religious Unity
Khanate
Hegemony
Empire

- 10% boost to war weariness to all default government types
- 10% boost to trade bonus for all default government types


Boost to all spaceports
- 15 to 28 fighter bays for large spaceports depending on empire
- medium ports now have 10 fighter bays
- small ports have 5 fighter bays
- defensive bases boosted from 2 fighter bays to (4-7) depending on the empire
- This makes invasion a lot tougher (This is why there was a boost to trade bonus + other military reduction bonus tech additions)
- controlling and defending planets are now more important since invading is very hard.
- boosted Invasion Overkill value higher for all races


Other changes
- Minimum troop per planet boosted to 10 for defense against invasion or pirate raids.
- Minimum distance between port construction reduced to 0 with the goal of having a port on each planet. But there seems to be a bug where this does not occur within the same system.


Fleet size changes
- fleet size max increase from 15 to 15-25 depending on race
- strike force max changed from 4 to 10-15 depending on race
* I'm noticing less fleets per empire instead of a bunch of small strike forces. I don't see 758th Strike Force in the game. Instead I seed fleets that exist a lot longer since the AI doesn't dissolve fleet/strike force as much


6 New Strategic Resources


- Extronium (found on desert planets)

Which produces the following...








- Malignite (found on desert planets)

Which produces the following...








- Polydenum (found on volcanic planets)

Which produces the following...








- Tollen Crystal (found on volcanic planets)

Which produces the following...




Nebulium



Which will produce these components



Zudrinium


Which will produce these components




All of the components that I've added now incorporate the new resources that I've added.


b]13 New Tech Parts

First of all I wanted a resource that you have no conrol over. These one just pop up at populated planets and are basically random. Some of them you can only get from trading with other empires.


First 8 Luxury tech parts
[Note - these pics in the game will be shrunk to such a small size you can hardly see them]


- Spline Alloy - 1% depelopment bonus



- Conductive Heliode - 1% depelopment bonus



- Fused Inhibitor - 1% depelopment bonus



- Unicore Rift - 1% depelopment bonus



- Cryastaline Iode - 1% depelopment bonus



- Celeros Detector - 1% depelopment bonus



- Hydrolic Ionizer - 1% depelopment bonus



- Coiled Texapod - 1% depelopment bonus


* 1.2% - 1.5% chance of appearing at certain type of planets (will lower or increase depending on testing)
* these can be traded with other AI to improve relations
* you will need 5 of 8 to make super weapons.
* slight boost to a planet's income.
* tech level 10+ components will need these
* cost of 35 each per unit

Your empire could be at the top at a certain point but to get better weapons/techs you will need these. It's possible that other empires could overtake you if you don't have some of these resources.
The idea was to add to the econony of the galaxy.

Drawbacks

- planets are limited to 6 resources. When a planet reaches 6, the first 6 is all you get. Later resources that are more important will not appear.
- if earlier components are required to need these type of resources, the empire is crippled for a long time. I've tested and seen the Ancient Guardians fall way behind because they couldn't build the Gerax Hyperdrive.
- minimum tech level for these things to start appearing seems to be at 1 billion and totally random
- even if the probability of appearing is set at 1.0 (100%) if you have 6 resources at a planet already, you are pretty much screwed.


Other 5 which are more common


- Flux Node



- Sonic Wave Cradle



- Multi-mite Inducer



- Hex-Time Encoder



- Spiral Aerotide

- used for high level tech components (level 6+)
- after a certain tech level, some of these resource will start appearing in your planets. They are produced by the population as your tech level goes up. (So far set to appear when population reaches 1 billion)
- 10% chance of appearing on any type of planet with X value of 1 (where X = population in billion * tech level)
so any combo of...
a) 1 billion with tech 1
b) 500 million with tech 2
c) 334 million with tech 3
d) 250 million with tech 4
e) 200 million with tech 5
f) etc...
* I think this is how it's suppose to work but it seems that the value has to be a whole number w/o decimals so it needs more testing.


New Landscapes

Barren Rock



Continental



Forest (not sure if these are even used by the game



Ice/Glacial



Marsh/Swamp



Ocean



Desert



Volcanic








< Message edited by fierceking -- 2/17/2016 6:43:54 PM >
Post #: 1
RE: Starfall - need feedback - 7/27/2014 3:59:04 AM   
DeadlyShoe


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Some cool ideas, but there's not much choice involved in the late game research; you just keep researching what you already have.

Fighter bays are cool, but should maybe be a difference on a per-race level.

I'll check it out.

< Message edited by DeadlyShoe -- 7/27/2014 5:04:31 AM >

(in reply to fierceking)
Post #: 2
RE: Starfall - need feedback - 7/27/2014 4:40:32 AM   
danymatrix

 

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WTF!! Downloading to test...TK!

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Post #: 3
RE: Starfall - need feedback - 7/27/2014 4:27:59 PM   
fierceking

 

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Joined: 7/24/2010
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quote:

ORIGINAL: DeadlyShoe

Some cool ideas, but there's not much choice involved in the late game research; you just keep researching what you already have.

Fighter bays are cool, but should maybe be a difference on a per-race level.

I'll check it out.


I could add a lot more but I'm worried about the cap on how many components you could have.

The Extended mod already added quite a few components so I'm left with 31 components. So far this mod has 17 so that leaves me with 14 left. I still have to do the rest of the weapon tree so I'm kinda saving those just in case I come out short.

If after I complete the weapon tree and there's room for more components then I could always branch out some of the tech trees.

I would be better if Erik increased the cap on the components then technically anyone could mod this thing to whatver level you like.

(in reply to DeadlyShoe)
Post #: 4
[WIP] DW - Starfall - version 0.2 - 7/29/2014 4:33:25 PM   
fierceking

 

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Uploaded to version 0.2

< Message edited by fierceking -- 7/29/2014 5:37:01 PM >

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Post #: 5
RE: [WIP] DW - Starfall - version 0.2 - 7/29/2014 4:53:32 PM   
danymatrix

 

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downloading ... good ideas ...

(in reply to fierceking)
Post #: 6
RE: [WIP] DW - Starfall - version 0.2 - 7/31/2014 2:20:36 PM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline
Interesting. The only thing that looks jarring to me at first glance is using the Quarian portrait for Delphids; I think most people around here can recognize a Quarian. :) Not to mention we have the Mass Effect mod as well.

_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to danymatrix)
Post #: 7
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 5:59:21 PM   
fierceking

 

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Joined: 7/24/2010
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Updated to ver 0.3

< Message edited by fierceking -- 8/28/2014 11:12:21 PM >

(in reply to Solarius Scorch)
Post #: 8
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 6:52:59 PM   
danymatrix

 

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I like the improvements....downloading

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Post #: 9
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 7:33:08 PM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
I'm getting an unhandled exception error. Other mods work fine. I'll try and get a screenie next time I try playing Starfall.
Edit:




Attachment (1)

< Message edited by Retreat1970 -- 8/4/2014 8:36:26 PM >

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Post #: 10
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 8:31:19 PM   
danymatrix

 

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maybe you need an update to 1.9.5.6

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Post #: 11
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 8:42:23 PM   
fierceking

 

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Joined: 7/24/2010
Status: offline
Im using 1.9.5.6 Beta 2

That could be the problem. If not I think I might know what it is but more likely it's the new fixed that was added with the new update

Edit this...

I just got the same error as you did. I have 2 computers running these 2 games and I guess one of them has the wrong version so I will have to re-upload

< Message edited by fierceking -- 8/4/2014 9:50:01 PM >

(in reply to danymatrix)
Post #: 12
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 9:31:20 PM   
fierceking

 

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Should be fixed now.

Updated to ver 0.31

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Post #: 13
RE: [WIP] DW - Starfall - version 0.2 - 8/4/2014 10:33:59 PM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
Fixed.

quote:

maybe you need an update to 1.9.5.6


Not until it's official

(in reply to fierceking)
Post #: 14
RE: [WIP] DW - Starfall - version 0.2 - 8/5/2014 11:06:59 PM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
This is a nice mod that adds some new variety. I only got to mid game on extreme with one of the new races so I can't help you with much feedback. AI population was dismal though. I'll play another game shortly and hopefully be more useful.

(in reply to Retreat1970)
Post #: 15
RE: [WIP] DW - Starfall - version 0.2 - 8/7/2014 12:27:11 AM   
fierceking

 

Posts: 234
Joined: 7/24/2010
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Im testing on normal setting with all 47 empires. Just running in full-auto mode to see how each race match up against each other.

I guess exteme is a bit too much with the way population growth is right now. I suggest switching to normal with the boost to the AI military and cash flow right now extreme would be difficult. At extreme I think your cash flow is crippled by the game. That's the only difference.

I made it this way because I knew eventually I'd be adding things like techs, resources, wonders or facilities that will boost pop growth so I wanted to keep it low at the beginning.

Also with the tech tree so big, I didn't want the player to max out population by the time they start researching tech 6-7.

Still looking for feedback though since there are so many changes.

(in reply to Retreat1970)
Post #: 16
RE: [WIP] DW - Starfall - version 0.2 - 8/7/2014 1:45:54 AM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
Well I'm currently early in a game playing Egora.

Couple things: Egora are listed as rodent family (assume Mech). Exterminate growth policy (+300%) doesn't seem to work for me. Pop growth is too low IMO (2% at 14% tax). Hated by everyone (I like this). Pretty strong bonuses WAI?

I'm still trying to figure out the new resources. The new reactors don't seem to be unique enough (besides the fuel source). I attempted something of this nature in a energy tree mod with mixed results. Maybe make one reactor half the size of the others with half the output. Maybe you don't need a size 20 reactor (overpower), but a 10 with be just enough. Just an Idea. Miniturization is something I wish this game utilized. Besides size, there is only output and storage. Maybe a krypon reactor with massive storage low output and argon the reverse? IDK just thinking out loud.

I like this mod so far, but I am a poor tester. I hope more people will try it and comment. They will enjoy it for sure.

Edit: Advanced Phasers has a weapon speed of 50 not 500.
Edit: Here's something you can use if you want.

Attachment (1)

< Message edited by Retreat1970 -- 8/7/2014 6:27:03 PM >

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Post #: 17
RE: [WIP] DW - Starfall - version 0.2 - 8/7/2014 6:59:04 PM   
fierceking

 

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Yea should be Mech so I'll fix that

strong bonus because you will see later on, your civilian will be crippled because no one wants to trade with you. On 2 tests, I've seen the civilian sector go negative. So your cashflow goes negative since the civilian population is losing money. Eventually they go bankrupt and you have no more incoming cash it's very hard to play. You can't buy new ships or upgrade. Since your at war all the time you will start losing ships which you can't replace.

Even with happiness modifiers it's still not enough. I'm thinking of boosting it more but not sure yet.

You are right about the reactors. I just added Argon/Krypton reactors just to test what happens if it would work. I wanted to see what path the AI takes when they decide which reactor branch they will take.
quote:


Maybe you don't need a size 20 reactor (overpower), but a 10 with be just enough. Just an Idea. Miniturization is something I wish this game utilized. Besides size, there is only output and storage. Maybe a krypon reactor with massive storage low output and argon the reverse? IDK just thinking out loud.


I like that.


Some changes I'll be doing are

- split the Argon and Krypton tech tree to have an option of reactor size (basically same stat ratios but half for people who want smaller ships) - Is this what you mean?
- also I lowered the amount of Caslon and Hydrogen in the galaxy
- a krypon reactor with massive storage low output and argon the reverse (like you said)

Edit:
Lol
I just had a look at your attachment. Thanx for that. I'll be using it


Something like this pic






< Message edited by fierceking -- 8/7/2014 8:02:09 PM >

(in reply to Retreat1970)
Post #: 18
RE: [WIP] DW - Starfall - version 0.2 - 8/8/2014 3:22:32 AM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
Here's a galactipedia entry for the Egora. IDK what your true intentions for the race descripion are, but I made something that you can quickly edit to your liking. I wish I would've put a government section in there, but it's late. If you would rather have me edit it to your liking, throw me some text and i'll change it.

Edit: Yes, I think half size/power reactors will be a beautiful thing. The high storage reactors really only have one true use. Imagine 10 super weapons all able to fire at once. Also consider changing the final tech for quick warp drives from 3sec to 1sec. It is an awesome thing to instajump and pounce an enemy who dares invade a system. Just a thought.
The Egora victory conditions should be more war based than what they are. One of them is to spend the least amount of time at war which is against their nature.

Anyways, I can help edit things as needed, mindful of your vision of course. Just let me know what you need.

Attachment (1)

< Message edited by Retreat1970 -- 8/8/2014 4:33:10 AM >

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Post #: 19
RE: [WIP] DW - Starfall - version 0.2 - 8/8/2014 9:41:39 PM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
Another galactipedia entry for Abbadus. Again modify as needed to fit your view.

I will be busy the weekend, but will check in to view messages.



Attachment (1)

(in reply to Retreat1970)
Post #: 20
RE: [WIP] DW - Starfall - version 0.2 - 8/8/2014 11:43:43 PM   
fierceking

 

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The galactopedia was not one my prioritites. There is just too much to do still. I don't even know how to edit it yet.

Looking at what you wrote, it was not what I had in mind. But the history you made is way better than what I would have come up with so I'll leave it the way it is. Thanx for that.

If you want to make the others I'd be happy to add them to the mod. Except the Kuannut, since doing a lot of changes to them on the next version.

Now I just have to figure out how to add it to the mod.

(in reply to Retreat1970)
Post #: 21
RE: [WIP] DW - Starfall - version 0.2 - 8/9/2014 2:23:30 PM   
Icemania


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From: Australia
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Man I feel spoilt for choice around here! You and lurchi didn't want to team up I take it?

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Post #: 22
RE: [WIP] DW - Starfall - version 0.2 - 8/9/2014 10:49:08 PM   
fierceking

 

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Teaming would have been a good idea

But I think Lurchi is done with his tech tree mod and just waiting for the component cap to be increased.

My tech tree is around 80-85% done I think....maybe less

If anyone wants to help out just let me know. I could always use the help.

The next version should be ready by tomorrow if there are no new problems.

(in reply to Icemania)
Post #: 23
RE: [WIP] DW - Starfall - version 0.4 - 8/10/2014 4:24:15 PM   
fierceking

 

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Updated to ver 0.4

< Message edited by fierceking -- 8/28/2014 11:13:10 PM >

(in reply to fierceking)
Post #: 24
RE: [WIP] DW - Starfall - version 0.4 - 8/10/2014 10:57:29 PM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
Looks good. I don't have time to mod though I can so I thought I'd do so little things to help you. Like I said if the entrys don't fit your lore I'll change them (didn't have alot to go on).

Edit: The compacted troop transport shows mini-heliowave reactor component (bug).

Edit: Abbadus have race events 1 and 2 (Nepthys wine and sea monster attack). Neither apply on a swamp world (as you know).

I added a research path to Abbadus (like Icemania's AI mod). For the future, but it works well.

< Message edited by Retreat1970 -- 8/12/2014 2:51:14 AM >

(in reply to fierceking)
Post #: 25
RE: [WIP] DW - Starfall - version 0.4 - 8/28/2014 10:15:38 PM   
fierceking

 

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Haven't played and modded in a while but looking at the new patch notes...it looks interesting so I'll start up again.

I'll check what you've pointed out.

(in reply to Retreat1970)
Post #: 26
RE: [WIP] DW - Starfall - version 0.4 - 8/29/2014 12:27:14 AM   
Retreat1970


Posts: 363
Joined: 11/6/2013
From: Wisconsin
Status: offline
welcome back

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Post #: 27
RE: [WIP] DW - Starfall - version 0.4 - 8/30/2014 1:24:11 AM   
fierceking

 

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Joined: 7/24/2010
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quote:

ORIGINAL: Retreat1970

Edit: The compacted troop transport shows mini-heliowave reactor component (bug).

Edit: Abbadus have race events 1 and 2 (Nepthys wine and sea monster attack). Neither apply on a swamp world (as you know).

I added a research path to Abbadus (like Icemania's AI mod). For the future, but it works well.


Fixed the 2 that you've mentioned and was able to add another 25 or so components.

As to Icemania's AI mod, that's good to know. I know that the default tech tree was changed slightly but nothing major. I haven't checked his mod yet so I really can't tell yet.

From what I've read, most think it's a very good addition to any mod. So I'll check it out when my tech tree is done.



(in reply to Retreat1970)
Post #: 28
RE: [WIP] DW - Starfall - version 0.4 - 9/6/2014 1:12:05 AM   
fierceking

 

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Joined: 7/24/2010
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A little update...

The next version 0.5 will be released soon

The tech tree is done for now and I'm in the process of balancing it out by playtesting it a bit.



Icemania's AI mod will not work completely with the changes I've made. You could add it temporarily but with so many changes, it will probably only work in the early stages of the tech tree.

I've just started with the AI for the mod.

I'm in the proces now of going thru each one to get the research sequence each race needs to have. It should be interesting to see the final outcome.

I will be doing a preview of all the changes to the tech tree in a day or so.

(in reply to fierceking)
Post #: 29
RE: [WIP] DW - Starfall - version 0.4 - 9/11/2014 7:03:03 PM   
fierceking

 

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This is a preview of the upcoming update of Starfall

It is technically complete but I am doing some playtesting with AI improvement so I won't upload yet.
So far 7 of 48 races are done. With so many techs, it is very time consuming to playtest each one and to pick the right tech path for each race individually from 1000 techs.



Version 0.5


There are 2 new types of resources

Nebulium



Which will produce these components



Zudrinium


Which will produce these components



This latest version adds a massive amount of components and research techs

The mod has now a total of

1000 Techs
256 components


Although massive, you don't actually have to research every single one of them. The point of this mod is to give the player options in how to play depending on their playstyle.

There are many different weapons with differing speeds, ranges and rate of fire.
There are 3 types of armor with differing armor strength and reactive armor strength combo



There are 3 different types of infantry research focussing on (Attack, Defense or Balanced approach)
- plus a bonus to some races in a special tree branch









There are 3 different types of armored tank/units also focussing on (Attack, Defense or Balanced approach)

You get to choose the way you want to play. Either Focus on Offence, Defense or play balanced




There are 3 different types of planetary defenses focussing on (Accuracy, Damage or Balanced approach)

There are 3 different types of Shipboard Marines which again focus on (Attack, Defense or Balanced approach)

Again more choices to play with. Defense, Offence, Balanced and for Planetary Defense you can choose Accuracy






There are 2 types of autocannon
1) the original
2) one that fires very rapidly (every .22 secs) for those pesky fighters




There are 2 types of missiles
1) very long range, very very slow speed but energy efficient
2) faster missile speed, shorter range but has faster firing rate

The Beam weapon tree is divided into 3 weapons

1) Lasers
2) Blasters
3) Phasers

Each of these 3 are sub-divided into more

Lasers is divided into 4 different laser weapons




Blasters is divided into 4 different blaster weapons


Phasers is divided into 4 different phaser weapons



There are 2 ion weapons

There are 4 types of tractor beams

There are 2 types of area weapons with 2 different weapon balance to make 4 types

There are 8 types of torpedoes

- Some are very slow and some very fast
- some have very long range and others short
- there are many different combinations






These weapons all vary in
1) Range
2) Energy efficiency
3) Damage
4) Rate of fire

There are 4 types of repairbots (2 for Ikkuro)
1) focusing on faster repair
2) focusing on damage absorbsion







There are 4 types of ship construction sizes to choose from
1) max out at 2800

- weapon plant, hightech plant, energy plant are very big in size
- low output
- Build speed is very slow to balance out the size
- materials to build the 3 plants are very expensive
* the tech tree is tied to a very large engine that is not very energy efficient



2) max out at 2400
- weapon plant, hightech plant, energy plant are medium in size
- medium build output
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper



3) max out at 2000
- weapon plant, hightech plant, energy plant are small in size so it takes less space
- faster build output
- Building ship is at it's fastest
- materials to build the 3 plants are very cheap



4) max out of 2500 (XHuman Only)
- weapon plant, hightech plant, energy plant are medium in size
- medium build output but faster than the 2400 build
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper





- One would usually choose the biggest as the only choice but I've made is so that it is very expensive to make those plants. (weapon plant, hightech plant, energy plant) They require very rare materials that are hard to get. Not impossible but hard.

- Plus construction speed will be a factor later on.






There are 4 types of engines with 1 of them having very high cruise thrust speed

There are 4 types of hyperdrives with differences in

1) Quick Hyperjumps (2 secs)
2) Energy efficient jump drives
3) High speed
4) Balance of the top 3

There are 4 types of shields which differ in varing amounts in Shield strengths and recharge rate

There are 5 types of reactors using 5 different gasses

Hydrogen
Caslon - You can now use caslon as an end game fuel source ( to balance this, I've lowered the galaxy supply of caslon by about 20%)
Krypton - used by Abaddus
Argon - used by Delphid
Helium 3 - used by Quemeno

* First I wanted to make a new component that converted Helium to Helim-3 as a fuel source but that can't be done by modding so I had to go another route. I made a new reactor which will use a lot of Helium to make and will use Helium as it's fuel source.


Research Labs

This is the original with 3 consecutive wonders. So the first one to research these pretty much gets all 3 wonders.

Now you have to focus on one and you can't get all 3.





There are 4 types of research lab branches with it's own wonder.

1) Focus on Weapon Research
2) Focus on Energy Research
3) Focus on HighTech Research
4) Focus on a Balanced Research of all 3





The Delphid has 2 types of Shields
The Xenox has 2 types of shields to choose from


- These 2 races also get the bonus of recharging shield automatically research with the same techs



The Boskara has 2 different types of special weapon which branches off
The Paratis has 2 special missile weapon types that branches off
The Egora and Wakerrus share 2 tech weapons trees that crossover and eventually goes to a superweapon
The Yor has 2 different tech branches that also upgrade to newer beam weapons

Some extra bonus for some races...





There are more that I'd like to add that would really improvely gameplay but I think I am at the research tech cap of 1000. Hopefully Erik increases the research project cap.





< Message edited by fierceking -- 9/11/2014 8:45:07 PM >

(in reply to fierceking)
Post #: 30
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