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MOD UPLIFT D (NEW SITE) COMPATABLE WITH Disharmony

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11 years ago
Aug 15, 2013, 4:13:55 AM
MORE Improvements



CYBERNETIC AUGMENTATION Improvements in cybernetics allow more durable components for living and AI alike. The more durable replacement parts allow the working years of beings to be increased with a corresponding increase in productivity.



VIRTUAL ARENA(GUBRU) The royal arena has always been the center of Gubru Culture. There Suzerain are created, given tasks and their successes rewarded, their failures punished. Now through hyperlink it is possible to allow citizens on distant planets to witness and celebrate the traditions of their royal culture.



INTERCEPTOR Light weight and agile this standard galactic fighter is not able to enter atmospheres or even substantial gravity but is good for reconnaisance patrols and interception duties.



GLOOR SYNDICATE The dung of Larval stage Tandu is a very potent anabolic substance to most Oxygen breathing species and causes a euphoria as well. This can decrease productivity although it brings in some illicit trade if authorities look the other way.



ATMOSPHERIC CONDENSERS The collecting of water out of the planet's atmosphere allows for a great increase in the habitable area of dry arid and desert planets.



DENSITY PLATING An armor using dense isotopes that provides additional protection against kinetic weapons.



SHADOW WING(GUBRU) Lighter and even more agile than the standard galactic fighter the Gubru Shadow Wing is able to get on the tail of its opponent where its gatling cannon can do the most damage.
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11 years ago
Aug 15, 2013, 3:50:00 AM
New Improvements



GAS MINING OUTPOST In the cold of interstellar space the need for compact sources for heat and energy is vital. This allows extraction of resources from Gas Clouds



TRAEKI ENZYMES(JOPHUR) The chemical rings of the Jophur are able to sample a substance and synthesize enzymes to neutralize toxins and make it digestable. This can even be done for the races lucky enough to live to be slaves of the mighty Jophur.



RING RECOVERY(JOPHUR) No longer does the whole stack have to die when the master ring does. The Jophur are now able to stabilize and recover the other rings and use them in new stacks.



DEATH FROM ABOVE(GUBRU) A vertical envelopment using close air support along with ground forces. Being an Avian race the Gubru excel at this type of fighting. Their craft are versatile enough to also help defend the fleet.



CLOSE AIR SUPPORT The ability to coordinate ground attacks with air assets from orbit is one thing but finding the right materials for the heat or repeated atmospheric reentry is another. These craft are too heavy to be of much use out of the atmosphere.



GARRISON TROOPS These are quickly conscripted infantry, trained and equipped to participate in the ground invasion of star systems.

GUBRU TALON(GUBRU) The Gubru are not well adapted for ground combat and have trouble with the concepts of cover and concealment as they consider hiding dishonorable. The Talons are formed from volunteers wanting to regain their honor.



TANDU JIHAD The Tandu are amongst the last of the Inheritor alliance, who believe that the Progenitors will return when the universe is cleansed of heretics. They see themselves as holy warriors sent to bring about this prophecy. They see all the other races as heretics.
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11 years ago
Aug 15, 2013, 3:45:45 AM
These changes are to the basic game before adding the new races.



1. Ship Hulls changed to allow distinct classes. Flattened weight requirements for special slots (fighters and bombs on bigger ships don't require more space)

Changed size of engines to increase with mass of ship (varies with race but base stat given).



Frigate Command Pts 1 450 Health 100 tons 1 Special Engine Size -20% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 12



Destroyer Command Pts 1 500 Health 125 tons 1 Special Engine Size -10% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 14



Cruiser Command Pts 2 800 Health 200 tons 2 Special Engine Size 0 (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 15



Battleship Command Pts 3 1200 Health 300 tons 3 Special Engine Size +10% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 17



Dreadnaught Command Pts 4 2000 Health 400 tons 4 Special Engine Size +20% (of Base 15% of Hull) i.e. if Hull Wt 100 Engine Weight 18



Carrier? Command Pts 3 1000 Health 250 tons 4 Special Engine Size 0 not yet included





2. Change in Exploration tech tree to spread apart classes of ships and colonization of more difficult atmospheres.



3. Rather than change the amount of damage long, medium and short range (for the same warhead) the chance to hit is changed instead.

For example in Missiles:

Long range weapons have 100 % base chance to hit at long range, a 60 % chance to hit at medium range, a 40 % chance to hit at short range

Medium range weapons have a 35 % base chance to hit at long range, a 100 % chance to hit at medium range, a 50 % chance to hit at short range

Short range weapons have a 25 % base chance to hit at long range, a 50 % chance to hit at medium range, a 100 % chance to hit at short range



4.All weapon types (Missiles, Beams, Kinetic) have equal efficacy at different ranges but different accuracy.

The differences between the long, medium and short range versions mainly has to do with the number per salvo and the size of the warhead.



5. Reduced chance of larger Arid, Tundra, Arctic, Desert and Lava planets to represent narrow living areas (with tech expansion)



6. Changed base value of FIDS on Planets by class. Class 1 = total 12 FIDS, Class 2 = total 10 FIDS etc



7. Changed Harmony into Hydrogen breathing race, the Zang and reversed values on Planets with oxygen content now being the "Dust" Malus.

On water worlds the oxygen can cause a huge "Dust" malus but they Hydrogen also helps food production (as it is released when processed).



8. Adds New Planet type Gas Cloud (wanted to make new star type but couldn't due to hardcoding). Most races colonize when they can colonize Arctic World types.



9. Limited to no population growth only when Colony ships are being built (for all races).



10. Changed start of Diplomacy Tech Tree. Also more change to Science Tech Tree.



11. Added Special Troop modules as starting tech. A lot of new troop and fighter modules limit choice of type to 1.



12. Doubled the weight of troop modules (but all flat weight now. Decreased the weight of Scout modules to 10% base weight (rather than 50%).



13. Added Faction Trait to allow increase evasion rating of ships (Opposite of Snipers).



14 Changed base weight of armour modules to 10% of hull weight per layer (from 5%) and Power modules to 5% (was 20%).

Some armor offers more protection against some types of weapons. There is a variation in weight and types.



15. Min Damage of Missiles 1/3 value, Torpedoes 1/2 Value, Rockets 2/3 Value



16. Activated Trait alignments (Good, Neutral, Evil) to effect expansion disapproval, trade and ally defence values.



17. More changes to weapons tech tree to bring better systems in earlier. More correlation between tech and weapon system.



18. Add 200 to Home system defence as I even passive races will fight to the death for their homeworld.



19. Modified trooper and fighter modules. I wanted to discover types individually but could not advance to different type (from balanced 1 to invasion2)

so fighters are all balanced but have values that represent the different types. Race has to stick to one troop type as well.



20. Major changes to Weapons table. Long range weapons now much larger and do more damage but take up much more space.

Medium and Long range Kinetics are explosive shells while short range remains pure penetrators.

Different Min and Max and crits for various weapon systems



21. Minimum distance between systems reduced to 2. This led to more stabile generation of larger maps (using Dagobert's alternative generator)



22. I shifted CAS from fighters to bombers.



23. Major changes to combat system involving size of weapon and speed of travel/reloading. Their is a modifier that delays hits at long range so kinetics take 2 rounds

of flight at long range and 1 round at medium and short while beam weapons have 1 round delay at long and none at medium and short. Missiles hit 1 round sooner in short

allowing the short range version (rockets) to get 2 volleys in.



24. Slight downgrade of shield and armor defences.



25. Rebalanced Invasion and defense of Systems.



26. Fixed bug causing AI to not initiate combat.







new techs



NEST WING (GUBRU) The all black interceptors of the Gubru fly patrol patterns to provide protection for the fleet and the nest.



FLEET CAP Using small interceptors to fly patrol patterns provides early warning and interception of potential hostile forces.



ORBITAL BOMBARDMENT The Galactic Institute for Civilized Warfare levies heavy fines to clans that damage the biosphere of the planet with indiscriminate bombardment. The Galactic Institute for Migration also does not give the lease of a planet to a race that just destroyed its ecosphere.



FLEET ACADEMY While the Galactic Library can provide millions of years of experience in the theory and tactics of warfare, having a place where crews can gain hands on experience on the equipment they will use along with lessons learned from their own kind still has its value.



CHEMICAL ANALYSIS (JOPHUR) The Jophur breed special rings that can analyze, duplicate or neutralize chemical compounds they are exposed to.



RING RECYCLING (JOPHUR) A method of keeping alive component rings after the death of the master ring allows the Jophur to create new stacks from old rings.



ORBITAL AIRSTRIKES The ability to launch ground attack craft to reduce the defenses before the drop ships attack greatly increases their chances of making it to the ground safely.



ORBITAL AIRSTRIKES (GUBRU) The ability to launch ground attack craft to reduce the defenses before the drop ships attack greatly increases their chances of making it to the ground safely.



CARBON BINDING (ZANG) By strengthening their lipid membranes with carbon sulfates the Zang are able to toughen their skin for combat, high G acceleration and even partial vacuum.



XENO BIOLOGY The study of the biology of other worlds starts with what can be immediately useful for food or trade.
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