VERSION 2.2 (Details of the version history is now set out further down this post)
(Last Updated 6 April 2016)
I’ve had ideas for significant changes to make to this mod, so I have been working on it once again. I am pleased to present version 2.2 of Research Unleashed, which now incorporates Haree78’s Extended Races mod and also Das Chrome UI (as well as Icemania’s AI Improvement Mod).
I recognise that some people may be disappointed with the integration of Haree78’s mod and Das Chrome UI, but these mods are so ubiquitous that they’re almost ‘vanilla’ nowadays. And … most importantly: I wanted to play using them. I considered trying to support two separate mods, but owing to the way the pirates are now handled, and the integration of the techs, it’s not really feasible to maintain the two separately.
The mod is tailored to a ‘Pre-warp’ start, although it is playable with a ‘Normal’ tech start. Not recommended to start at higher tech levels.
The links to the latest editions of the mod are here (the first link refers to files using Haree78's raceBiases, while the second link refers to files using Icemania's raceBiases - further details in the version history):
To install, just unzip the compressed folder into your DW:U ‘Customization’ folder.
MAIN FEATURES OF VERSION 2:
New techs and components
Further extension and refinement of the DW tech tree. Now includes over 200 new techs and over 50 new components.
Pirates are back
After a few barrels of Romulan ale, pirates have regained their earlier speed advantage! One of the biggest problems with the original version of Research Unleashed was that Pirate hyperdrive speeds were too low. This is now fixed. Pirates have a separate hyperdrive tech line that gives them access to higher speeds than Empires. Note that this required the creation of a new race for each pirate race, which is called ‘[original race name] Pirates’. For example, the Human Pirate race is called ‘Human Pirates’.
DW:U Extended Races
Full integration with Distant Worlds Extended Universe. All Haree78’s races, and new techs are included. In addition, my mod includes Haree78’s raceBiases, raceFamilies and raceFamilyBiases.
AI Improvement v 1.05
Updated to incorporate features of version 1.05 of the AI Improvement mod. Includes all Icemania’s design templates and policies. All races now have some very limited research project orders to ensure the AI at least gets off to the right start, and that it begins using any special techs early, where possible. I hope to extend this in the future.
Some races are locked out of certain tech lines. This depends on the characteristics of the race. For example, ‘efficient’ races can only research down the efficient Calista-Dal tech line. ‘Balanced’ races can still research everything, so there are still plenty of races with no restrictions.
Races with a special component can no longer research any of the components that are intended to be replaced by the special component. For example, the Quameno can only research their special reactor tech, not the other reactor techs.
[The 'balanced' races are Banoserit, Caleph, Dhayut, Haakonish, Human, Ketarov, Lipid, Naxxilian, Securan, Shandar, Tarapins, Teekan, Ugnari, Xhuman, Yor.]
Incorporation of Das Chrome UI.
- The range of rail guns has been reduced substantially. I had to accept the long range simply didn’t work.
- Hab modules and life support get more efficient quite quickly, although their size and energy requirements also increase, so you don’t really save much space. This is a quality of life change.
- Races who enjoy bombing planets have been given early access to the appropriate technology!
- Cost of ‘Research Phase IV’ reduced substantially, as it was a bit of a grind.
- Planetary shields moved to a position earlier in the tree, in line with Icemania’s mod.
IMPORTANT NOTE CONCERNING GAME SETUP
You may notice that you can select the ‘Empire’ race or the ‘Pirate’ race, regardless of whether you are playing an Empire or Pirate game. That seems to be the way the game is designed, so to get the correct experience, you need to do this: if you’re playing an Empire game, pick one of the Empire races; if you’re playing a Pirate game, pick one of the Pirate races.
The AI will pick the appropriate race for Empires and Pirates, but you will sometimes come across Pirate races that are Empires (I’m guessing these are ex-pirate races who have formed an empire).
Each 'Pirate' race is exactly the same as the corresponding 'Empire' race. The only difference is in the name, so that the AI can distinguish between Pirates and Empires as a class when it comes to tech restrictions.
Major credits: Many thanks to Haree78, Icemania and Das for the use of their own mods.
Minor credits: Francoy for the original idea for the restructuring of the colonization techs; Fierceking for getting me thinking about how to fix the low hyperdrive speed problem for pirates; Mordechai for the idea of having the basic fighter bay free of fighters, so you can choose what to populate them with; and Blackwolf for the new resource icons.
- A major modification to the DW research tree with over 200 new techs, over 50 new components, along with new facilities, resources and fighters.
- The main idea of the mod is to provide lots of overpowered end game techs to help you wipe up the remnant of the AI's empires (or alternatively to expedite the AI's destruction of your own empire).
- Large parts of the original tree restructured (hopefully) in a more logical fashion.
- Wonders given their own tech, usually on its own sub-branch, so that you can avoid researching techs for wonders that have already been built.
- Most of the weapon values taken from the AI Improvement Mod.
- Most parts of the tree extended, with powerful (broken) end game weapons.
- All superweapons are now researchable in the tech tree.
- Ion weapons enhanced significantly.
- Tachyon weapons added to phasers (damage increases with distance).
- Fighters expanded significantly with new fighter bays and new fighters.
- Ship boarding enhanced, with troop related enhancements moved to this part of the tree.
- Nuclear missiles introduced with very high damage, but low fire rate.
- Late game planetary bombardment techs probably contravene multiple Conventions on “Species’ Rights”.
- Troop techs completely restructured with more relevant (if less evocative) names for the techs.
- New armor techs.
- New 'Dwarf Fortress’ wonder provides significantly enhanced defense for a planet.
Energy & Construction Tree
- Reactors enhanced; Helium introduced as an additional reactor fuel. ‘Efficient’ races locked out of Quantum exploitation branch.
- Shields enhanced, and some races locked out of certain branches, depending on their research preference.
- Hyperdrives expanded, with ship speed and range substantially limited in the early to mid-game. Very fast late game hyperdrives.
- Ancient hyperdrives used by pirate races in a separate branch, ensuring that pirates can still be a pain in the early to mid-game, owing to their speed advantage.
- Hyperjump disruption techs expanded, with a new ‘system-wide’ drive-inhibiting tech for starbases (actually, it isn’t really ‘system-wide’, because that doesn’t seem to work, but it just goes to show that product misrepresentation remains rife in the 22nd century!).
- Engines expanded, with faster end-game techs.
- Gas extractors and mining engines now researchable independently.
- New Machine Intelligence wonder converts part of your planet population into ‘synthetics’.
High Tech & Industrial Tree
- Targeting and countermeasures restructured and extended.
- Sensors restructured and extended.
- Colonization techs restructured so all colonization techs are available for research once the initial ‘Colonization’ tech has been researched. Colonization modules mostly researchable independently of planet colonization techs. Wording for the double growth rate techs amended to reflect more clearly what actually happens.
- Life support and habitation techs expanded, and much larger modules available, to reduce the number you have to place on ships and bases.
- Medical/Entertainment techs expanded. ‘Bioengineering’ leads to the Xaraktor virus which can be used in biological warfare.
- Techs relating to improved research speed expanded significantly, with wonders placed on side branches.
- New wonders:
-- Galactic Colonization Centre provides significant bonuses to empire growth rate.
-- Distant Worlds 2 provides significant bonuses to empire happiness.
-- Strategic Command Centre provides supply of free private and state ships.
-- Galactic capital provides significant bonuses to empire income.
If you have any suggestions for improving this mod, please let me know, and I will consider them. Also, if anyone thinks I ought to package this mod with any other mods, let me know.
Finally, if there are any bugs (which is likely, since I have done all the testing myself), please let me know and I will fix them.
raceBiases update. - Released 6 April 2016
In response to a request, I have attached a file which replaces haree78's raceBiases with those devised by Icemania for his AI improvement mod. This is intended for people who would prefer to use Icemania's raceBiases, rather than haree78's. I will maintain both options in any future versions of this mod.
Download the attachment and save it to your customisation folder for Research Unleashed 2.2 under the filename 'raceBiases.txt', overwriting the existing file (back up the original file first, if you might want to go back to it). This file should work with any version of Research Unleashed version 2.
Note that because of the way Research Unleashed 2 works, the pirates have their own raceBiases, which match Haree78's raceBiases. The attachment only updates the empire to empire raceBiases to match Icemania's, it does not update: the empire to pirate raceBiases; the pirate to empire raceBiases; or the pirate to pirate raceBiases (hope that makes sense!).
If people want the pirates updated too, I could do that (although it's a bit more fiddly), but I thought:
1. It might be nice to have pirates with raceBiases different from the empires.
2. I personally think the pirates are already aggressive enough.
3. if you're playing as a pirate it's already hard enough (yeah, I know the hard core among you may not agree!).
In case anyone prefers to download the whole package you can find it here:
This zip file contains Research Unleashed 2.2 with the original raceBiases file replaced by the one attached to this post.
Let me know if there are any problems with it.
VERSION 2.2 - Released 28 March 2016
Some more substantial changes this time, primarily in response to feedback just received from Francoy, as set out in his post of 28 March 2016. Changes are:
1. Possible bug in the research project orders has been fixed, along with some mistakes in some of the orders. Also, incorporated some of Francoy's proposed changes.
2. Fuel of exploration ships changed from 6 to 10, as proposed by Francoy - I believe the ships can still be built at the new size, even with the initial construction tech.
As always, if anyone notes any problems or has any suggestions, please let me know.
The link to the update is here:
VERSION 2.11 - Released 23 March 2016
This is a really small change correcting the tech parent of 'High Powered Receptors'. [It is such a small change that I am releasing it as a text file attached to this post, as well as updating the download. To use the text file, just save the attached file as 'research.txt' over the file called 'research.txt' in your folder for this mod. EDIT: In view of the subsequent release of v 2.2, this text file has now been removed.]
Alternatively download everything from the link. Thanks to Retreat1970 for pointing out this mistake.
The link to the 2.11 download is here:
A few small changes in version 2.1, released 5 February 2016:
1. Corrected the error in the storage system tech line noted by NZFade.
2. Included new resource icons supplied by Blackwolf.
3. Tried to address the problem with life support and hab modules noted by CyclopsSlayer. In particular:
(i) The upgrades now have clearer benefits.
(ii) The size of hab modules does not go so high, so that the boarding defence bonus remains reasonable.
(iii) This does mean fewer life modules are needed than hab modules.
The link to the download is here:
The previous versions of the mod remain available here:
Download the basic mod (v1.1) from here:
You can download the hab/life mod (v1.1) from here:
< Message edited by Osito -- 4/22/2016 2:57:55 PM >