New Release for Crimson Concept Mod to version 6.0 [ Digg ] Posted on Tuesday, June 23rd @ 4:37 pm GMT (581 reads) |
New Release for Crimson Concept Mod to version 6.0
The mod can be downloaded here.
Designed to focus new, revised, and interest concepts. The following are the currently concepts:
-Armor Adjustments
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.
- Thanato Technology
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.
- New Research Setup
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.
- Family Facilities
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.
- Racial Traits - Psychic
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.
- Racial Traits - Mechanoids
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.
- Dimensional Pocket Manipulation
Allows for a race to gain a Technology that increase the space of cargo like comps. Has AI support.
- Ship Diversity - Size
Wanting a little more diversity in ship sizes, a increase in all ships and base was done. Has AI Support.
- Closed Warp Points
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.
- Terrorism and Insurgency
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.
- Research to Resource
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.
- Force Freedom
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.
- New Comps/Techs
Robo - Monoliths > No AI support
Advance Point defense Software > Decrease reload time of PD weapons. Has AI Support.
- Setting Changes
Override InvConfiguration Slots set to TRUE
- Space infrastructure
Allows players to build infrastructure in space around planets. No AI support.
- Plus all the concepts from the other versions
This Mod is based off of the Balanced Mod 1.19 with minor fix. Any questions on any of the concepts used in this Mod either post on the forums, email me, or look up the NOTES page at http://sites.google.com/site/crimsonconceptmod/. 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.
Version 0.6.0 (16 June 2009)
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- Add > log warning for cultural system
- Change > Diminish Return System now adjusted it's formula based on the total number of planets in the game.
- Change > Reduce Pod Reload time by half
- Change > Increase cost to colony comps
- Add > if "Psychic" increase intel points produce by "Intelligence Center" by times 1.5
- Fix > minor problem with cultural script
- Change > Increase Mechanoids cost to 1,000
- Change > Increase Psychic cost to 1,500
- Add > Master Computer gain +1 movement bonus
- Add > Master Computer gain if empire has racial trait Mechanoids
- Add > Thanato tech, cultural effect, Thanato effect
- Add > Thanato effect to comps and facilities
- Add > Advance pd software tech and changes to comps
- Add > Terr Facility/Tech/Script event
- Add > Family Facilities - 4
- Add > Dimensional Pocket Manipulation Comps/Tech
- Integer > BM 1.19
- Add > Robo-Monoliths
- Change > Nomad comp to Space infrastructure
- Fix > Minor event script problem with open warp point message
- Add > New Armor concept
- Change > All other heavy, light, racial, and special armors to adjust for the new armor setup
- Change > Override InvConfiguration Slots set to TRUE
- Change > Sy numbers change to limited to 3 per planet and Ship are unlimited.
- Integer > BM Random Research Events Add-On
- Change > Adjusted ship tonnage sizes |
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