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Phase 1 Details
Matthew Hively edited this page Aug 28, 2020
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19 revisions
(as of 8d80d9cb364c557c498206bb520293dc5779706a Fixed expert systems description for ship construction cost
)
- Fixed some ship preview window positioning (not comprehensive, ongoing changes as found)
- Standardized racial single engine ships speed/range (conform to fission or fusion or antimatter speeds)
- Redesigned keybinds. Common commands are easy, less common commands are harder. No Steam conflicts.
- (stored in sots.ini.keybinds)
- Hiver:: Fixed flagship command quota outlier (was slightly higher than others)
- Tarka:: Added missing armor upgrades to FireControl CR sections (consistent with other races)
- Tarka:: Standardized some engine hp and construction costs (so they scale logically)
- Liir:: Added missing armor upgrades to FireControl CR sections (consistent with other races)
- Zuul::
- CR repair & salvage repair points slight reduction (still more than other races)
- DN support repair points increased
- Repair Station points increased
- Buffed flagship command quota (20% higher than other races as intended)
- Morrigi:: Applied sanity to gravboat stats (mass,crew,cost,hitpoints)
- Human:: Fixed outlier cost for police cutters
- All races::
- Fixed several DE mission sections that had turning stats as if they were command sections (Absorber, Deflector, Disruptor)
- Toned down turning speed for DE AI command sections (they were at least double the next fastest section)
- Equalized Tanker/ER/Refinery/Support explosion damage
- Standardized costs for all Xeno Technologies. (Races with more tech options for science sharing is NOT enough reason to justify higher costs).
- Zuul remains more expensive because there are fewer levels.
- Morrigi remain more expensive because they grant extra benefits (like disarming traps). However the 15% xnc research bonus does not exist (text references removed)
- Fixed technology benefit hints for several technologies. (Expert Systems, Cybernetic Interfaces, Gravity Control)
- Fixed technology descriptions to use consistent terms: "Industrial Output" and "ship construction cost"
- Added many ship sections and weapons to tech tree hints
- Fixed some ship section hints that were not properly highlighting the relevant ship sections
- Fixed icon for PD research.
- Many tech/section descriptions updated to better match in game behavior.
- Removed mention of "Modular Construction" benefit "Civilian Generated Income" as it doesn't actually exist.
- Changed HCL to guaranteed unlock from x-ray instead of UV (because the opposite makes no sense)
- Added plasma focusing upgrade to several sections that were missing it: Hiver & Liir DNs
- Fixed many inconsistencies in engine attributes within each race. (E.G. earlier drive is faster than later drive, or one random drive section is faster than other similar engines in sequence)
- Adjusted MASS of engine sections to scale more logically as engines upgrade.
- Fixed
Police Cutters
to have standard range & speed for Fusion level of their race. - Increased human basic node-drive to range 10. This should greatly reduce the instances where a human player is"stuck" in early game behind long node lines (mostly for 9LY scale maps)
- Standardized range and made them consistent in speed for a given race.
- Fixed freighter HP so that DE < CR < CRQ by reasonable scaling amounts.
- Added several missing ship sections to the AI affinities list: Morrigi War, Support, Slaver ships, Flagships, EW, Devourer, Boarding, Asteroid Monitor (maybe still ignored)
- Updated player colors 15 instead of 10
- Shrank text in game setup screen so 15 colors will fit.
- Altered fleet maintenance color
- Added more AI ship/faction name options
- Added a brief summary of racial differences to the game setup screen
- Added more default fleet names
- Base Slave death rate can be 0 if you have 3 levels of language tech + low climate hazard TODO: needs reivision
- Changed star-system names so that each word is 11char or less (to help with word wrapping in the UI)
- Increased maximum map stars to 700 (from 350)
- This has the side effect of allowing the Helix map to be much thicker (more balanced) even at only 350 stars.
- Rift
- MAXSEP increased to 10 (so that LY scale means more)
- RIFT_WIDTH increased to 18 (makes it more meaningful to finally cross the divide)
- Clusters
- Name => Filaments
- Configured as many small clusters with a tiny cluster separation distance
- Effect creates several long branching strings of stars (kinda like Helix, but not in a tube shape)
- 7LY scaling is recommended to prevent node lines from being too long
- Globular Clusters
- Name => Real Space
- Configured as many small clusters with a tiny cluster separation distance
- Effect creates a roughly spherical blob similar to the old "mini-clusters" and "real-space"
- 7LY scaling is recommended to prevent node lines from being too long
- Mini Clusters
- Name => Globular Clusters
- Increased stars in Mini Clusters from 5 -> 22
- Since this one has map-gen constraints it allows for more balanced starting positions under all LY scaling factors.
- Effect creates a more balanced version of the old "globular clusters" template
- Collision
- Collision is now 2 parallel galaxies
- 7LY Scaling is recommended to prevent node lines from being too long and to maintain galactic shape definition
- Unfortunately no other maps can be reconfigured.
- Zuul
- Slight buff to wraith abductors (1cp down from 2)
- Devourer can now also repair ships (between CR & DN amount)
- All races: DN support repair capacity = 2x Cruiser
- Massively buffed command station's command quota
- Added all armor upgrades to Racial Asteroid Monitors
- Added reasonable armor upgrades to all stations (all races)
- Added basic armor upgrades to
Police Cutters
- Modified turret HP to hopefully make it less likely that auto-resolve tanker explosions will disarm the opponent
- Shrank icon size for tiny weapon mounts slightly <<< TODO: confirm this worked? Which changelog was this?
- PD re-balancing
- Green/UV beamer damage increased <<< verify this is working the way I want it to
- Tightened up laser family ranges
- Tweaked dumbfire racks to reduce lag (fewer missiles, but higher dmg per missile)
- Adjusted some comparison tooltips to be more accurate (not comprehensive , ongoing as found)
- Intangibility removed. The AI cannot handle it properly, and the battles aren't really fun.
- Removed Assimilation plague. Not a fun mechanic.
- Human
Node Pathing
is now 100% chance - Morrigi
Gravitational Synergy
is now 80% chance. - FTL broadband cheaper (it doesn't do much)
- Added new types tech tree benefit hints
- TECHBEN_COMMAND, TECHBEN_SELFREPAIR, TECHBEN_RESEARCHSPD, TECHBEN_ECONOMIC, TECHBEN_BOMBARD_DMG
- Added special ship section hints for single section ships
- Renamed several drive systems to be shorter more clearer in upgrade. EG "improved stutter warp" => "blink"
- In tactical combat DN should be slower than CR which are slower than DE, within each specific race.
- Made Extended Range CR and DE sections consistent in their range boost. (whichever one was greater)
- Adjusted FTL retreat timers
- Re-standardized Tarka engine speed/range
- Node missiles require fusion and speed adjusted to fusion level
- Swarm
- Tightened up spread in swarm (& queen) death credit bonus. The average value remains the same.
- Diverged swarm emitter weapon. Not the same definition as VN emitters.
- More swarm drones
- Swarm weapons cannot target planets (they don't care about planets, only asteroids)
- Buffed swarm queen head HP
- Slightly later random encounter min-turn (35 from 25)
- Adjusted how early/quickly endgame menaces will appear
- Nerfed
The Herald
severely- Reduces moral damage
- Checks for new threats less often (might be able to get ahead of his path)
- Much slower DN speed
- Much slower DE rider speed
- Reduce number of point defense sections
- Herald is lazier about noticing new threats (too busy preaching)
- Reduced DE rider hit points
- 1 freighter per route instead of 5, Increased monetary cost to match.
- Boosted freighter capture bonus to encourage capture.
- Increased construction cost for CR freighters. AI doesn't build them, so this is a nerf to players. DE were not adjusted.
- Trade sector size is now 15 (from 10)
- Merged in Starmap names from: Ultimate Starname Compilation by pndrev Version 1.03b for Distant Worlds, 08.10.2009
- Boosted LOD distances from another mod
- Increased locust resource bonus
- Tweaked VN fighters, satellites
- Adjusted VN arrive/flee distances
- VN homeworld can be slightly further away
- Adjusted swarm arrive distance
- Tweaked
Asteroid Monitors
location to be more consistent whether owned or not. And increased hold-fire timer so that you can still escape. - Added variance to swarmer spread rate & crow ruins spawns
- re categorized all techs for the AI (weapon, empire, engine)
- Adjusted weapon damage estimates in an attempt to get the AI to use more different types of weapons
- Several changes to increase the likelihood that the AI will get Pulsed Fission quickly (and some other economic techs)
- Added tech prerequisite requirements for several techs that the AI always beelines.
- This is the only way to prevent hardcoded AI scriping, regular
aitechpri.csv
does not work in these cases. - For example, AI would beeline level 2 language techs which is a waste of time in the extreme early game.
- Its not entirely sensicle, but an enhanced solution will be coming in phase 3
- This is the only way to prevent hardcoded AI scriping, regular
FOOTER: helpful notes * Map Documentation * Tech Tree