Info ________________________________________________________________________ Designed to focus on new, revised, and interest concepts. The following are the currently concepts:
Creation of the Power Emission Policy , which is a comp that can create a weak sector wide cloak. But the comp also reduces the resources produce in the sector to account for the decrease in power level to hide from enemy sensors. And the Tax policy increase resources produced on a planet, but causes the planet's happiness level to decrease due to the increase demand in taxes and work hours.
Creates a police unit with a event to increase happiness for the happiness increase caused by the number of troop police add vs normal troops for the AI. AI does not use police units.
Change the facility, cargo, and pop space of domed planet to show a unlivable planet conditions. Added Dome facilities which increase the facility, cargo, and pop space of a planet. AI does support this concept.
Add Asteroid Planets by using a modified Colonizable Asteroids Mod. Asteroid Planets can be mined even when the planet has a colony by the way of a event. Also a special dome and SY facility were added for the planet. The use of a new comp is required to make the planet and place a colony in it. AI does support this concept.
Add a modified Debris and Salvage script and graphics from the BSG Mod. The Debris field now decrease in size over time and added a chance of damage to ship in the same sector. Resource amount available to be collected from the Debris fields are based on the amount of tonnage lost in the battle there. The use of the salvage team
Creates the economics of import and export trade imbalances by the use of new facilities and comps. The facilities and comps produces resource based on the resources amounts produced in trading. Now while one empire increases in resources produce by trading, the other trading partner will see a decrease amount in resource available based on the percent of resource produced by trade facilities. Also a raiding comp was added so players can directly reduce the amount of resource produced in a enemy system, but the ship with the comp must be in the system to do it. AI does support this concept.
Used to cause players, AI not effected, to spread their ships out to protect against pirate raids. This effect if successfully can reduce the resource amounts in the system attacked. Every system is check to see if an attack happens and the more war ships in the system the less likely the attack. Now war ships are any ships that can do more than 50 points of weapon damage total. This allow for q-ships to be use full and Mercenary comps now are counted as cargo comps. Also a new tech called 'Privateer Policy' was add that increase the chance of a pirate attack on your enemies.
Adds a modified Jump Drive and SETI Evt Type 1 mini-mod by Edge1218. Range was add for the jump drive and facility. Also if the ship's target is outside the range of the drive then the ship will jump to a system in between. AI does support this concept.
Allows for ship to be move with the help of an event by another ship. The ship being pulled has have either Lost of a Critical Component, Current supply amount is below 50, or Damage with tonnage structure less than half left on the ship. Also the ship must have a tonnage structure equal to total pull strength of the ship, which come from the use of the new tug engine. Ship and base can be moved and AI does support this concept.
Add a new set of facilities and comps to the game designed for late game action and based on Gravity. The new facilities can add system wide movement bonus and penalties, do damage sector to system wide, affect shield and combat sensors, help produce resources and destroy a system from light years away. And the new comp allow for a Strong sector cloak and the movement of planets with the help of a facility. AI does support this concept, except for the planet movement.
Change population modifiers to the BM amounts plus and Lower the Migration values
Add a ship design that only includes the basic comps of a ship for human player use.
A missile component that
is tolled outside the ship. To create this effect the component has
very a reload time, zero tonnage size, and each missile slow down the ship more.
Spreads plague from planet to planet with the Ai understanding and reacting to the new event.
To make facilities more
realistic in the game. Note that nothing else was change because I did
not want to slow down the pace any.
Create a lower quality
weapon for cheap of all direct fire and Point Defense components. This
represent the difference in military , ei standard, products and
Commercial products.
Wanting a better balance between missile/fighter vs Point defense cannon without
messing up the balance of the rest of the game.
Romulus's Government, Social and Racial Trait Doctrines V 1.02, Dvoongar's Doctrines Mod 0.94, BM pollution mod 1.01, Random Research Events Add-On 1.1
Counter fighter group combined fire
power. The ability to negate damage to all ship/base armors was
added. This armor will give the advantage in the early game to armor,
but weaken that advantage as the game goes on. This is similar to how
IRM handle fighter combine fire power.
This was done by increasing the amount
of facilities that a planet could hold, which in turn increase the
amount of resources produced. The facilities production amount were
not cut because of the preference of keep the pace of game going.
There are four tiers of facilities to achieve this goal.
1. Arcology : This facility increases the amount of space and cargo area on a planet. 2. World Shell : This facility increases the amount of space and cargo area on a planet by double. This concept has AI support.
To create the wastefulness of a large
government by removing a percentage of resources including research
from that empire every turn. The effect of this is that that large
empire advantages over small empires is equal out. The percent is base
on the number of planets a empire has. This system can only be counter
to by the Budget Bureau facility which only reduces the total number of
planets counted. The AI is
not affected by this concept.
People are small and a gun in space
should have a problem killing millions with one shot. So the hit
points of a population were increase to 250. This is about half the
damage done by a planet bomb. And all normal damage type weapons were
reduce to .1 when attacking general population.
This system causes
planet to leave one empire and join another. The revolt is due to the
first empire lack of or weak cultural ID when compare to another. The
new victory style is for players who want to try and win the game with
min war effort. Now the cultural point system is based on new
facilities, ships levels, the relation between 2 empires, and happiness
of planets. The counter to this new system is the same elements that
create it.
Help
empires produce resources out of a great renewable source, It's
people. Plus it helps keep planets inline, a must for any dictator.
No AI support.
A ship yard facilities on planets are limited to building ships no greater 600. Has AI support.
First the Ship Yard facility was increase to only 3 per a planet and SY comp were switched to being unlimited in number of. Then the size of the facility and rate amounts were increased. Next to show the general population displeasure with heavy industry in their neighbor a negative happiness value was added.
Adds
slave facilities to the game for evil dictators. These facilities are
smaller, on average, but produce resources at the same or slightly high
rate. Side effects of using the facilities include a general
disloyalty to the empire by the Pop and increase chances of rioting,
rebelling, Pop death, and STD (Plague). This concept has AI support.
Larger
ships are cheaper to maintain, so I reduced the maintenance cost for
ships larger than a cruiser class. This should off set the swarm
effect of the smaller ship.
Changed
the number of Militia troop amount per Population to reflect a 10 to 1
value. This I believe is a more realistic value and in line with the
U.S. ratio, plus makes taking planets a lot more fun :)
A system that allows empires to apply for loans to help with hard economic times. The loan system uses a 30 yr fix term. This system also adds a saving account setup so player with resources can gain interest off those resource. But if an empire doesn't make their payments, watch out for the repo man. The AI is supported.
Adds the ability for an empire to hire Mercenary ships by building them at a very low cost. The plus side to Mercenary ships are that they have slight more powerful weapons and armor, Can be build faster, and more a slight increase in to hit. The down sides are that all the ships in system with a Mercenary ship will take a hit on exp, the maintenance cost is the same as normal ships, if the Mercenary ship is out number by enemy ship in system some will run away, and if a system has to large a percent of Mercenary ship to normal ship the Mercenaries in system may take over that system.
Believing that armor covers a ship, at least in the current game setup, armor comps on ship/drone/base should not take up space and cost a ship/drone/base speed and mobility. Thus now armor slows a ship/drone/base down, decrease its change to hit and decrease its change to defend. Sat/Weapon platforms and all other units still use the previous setup. Has AI Support.
A technology that increase normal weapon, shield, armor, and engine amounts. However the side effects included increase cost, possible the destruction of colonies with Depots, but not the planet, and nearby star, and more importantly the development of a permanently birth rate decrease at high levels. Now the empire can past tech regulation to control most of the effects,as well as banning tech to remove most of the effects. Has AI support.
Added "BM Random Research Events" script with a random function to the Base Research formula in the formula.txt. The Random function is set to multiply the base value by .85 to 1.30 . Has AI support.
New resource facilities that are smaller versions of the normal facilities, but do not produce at much resource comparably to the larger ones. Also facilities increase happiness and reproduction rate, people enjoy their job more. Has AI support.
Seeing that Psychic race can read minds keeping secrets will be a joke. Intel facilities produces 50% more points for empire with this traits. Racial Trait cost increase to 1500. Has AI Support.
Mechaniod race bodies can take more stress than a normal beings body, which mean that their ships can going faster. Also since the race is a computer base race a little version of the master computer is gain from at the begin of the game. Lastly increase the cost of the Trait to 1000 points.
Allows for a race to gain a Technology that increase the space of cargo like comps. Has AI support.
Wanting a little more diversity in ship sizes, a increase in all ships and base was done. Has AI Support.
Warp points that are cloak with a unknown connecting systems. Ships must be in range of seeing the warp point at the end of the turn for it to be seen next turn. AI will search for Closed Warp points when ship have no other orders.
Added Training camps and new intel projects. The Training camps provide intel points, decrease happiness, and if to many are located on a single planet they may rebel. Also if planet is capture with pop on it still alive, it will cause the new owner to have Insurgency problem. The planet in question will have bombing and a chance of rebel for a few turns after being capture. Lastly the new intel projects are suicide bomber, Decrease Happiness with little damage, and cell , a lot of damage but takes time to set up. Has AI Support.
Allows players to build infrastructure in space around planets. No AI support.
Allow unused research point to turn into resource for the empire, Cost savings. Exchange rate is 3 research point to 1 resource point of each resource. No AI support and none plan.
Forces a planet to rebel, start a empire, rename the planet, and move the planet to another system. All this is done by simply renaming the planet to "Freedom". No AI support and none plan.
Robo - Monoliths > No AI support Advance Point defense Software > Decrease reload time of PD weapons. Has AI Support.
Override InvConfiguration Slots set to TRUE This Mod is based off of the Balanced Mod 1.19 with minor fix. I plan to release the Ai script code so others can use the concepts if they like. Hope you like the Mod and any suggest will be welcome. Download ____________________________________________________________________ See Download Section History ______________________________________________________________________ Version 0.7.0 (27 Oct 2009)
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Version 0.5.01 (12 March 2009)
Version 0.5.0 (04 March 2009)
Version 0.4.01 (01 Jan 2009)
Version 0.4 (05 Dec 2008)
Version 0.3.01 (24 Sept 2008)
Version 0.3 (15 Sept 2008)
Version 0.2 (02 June 2008)
Version 0.1 (16 March 2008)
Thanks________________________________________________________________________
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