Space Weapons Fix Mod, v3A

Change list:

  • As Version 2, but with subtle changes to the Terran tech trees.  When playing against an AI using this tech trees, you may notice that they rotate their research projects more effectively.  Or not.  It’s a beta, but I have seen it work really well so far.  In particular I have upped the value of a technology victory for the Yor tech tree, because they don’t exactly have a lot of techs to help them do an Alliance or Culture victory.
  • As of version 3A the ultimate weapons are changed so that, as with the defences, they cost more, take up more space, and as compensation they do more damage.  You will still get a pretty mean weapon by doing the research, but you won’t be able to fit so many on your ships.
Comparison of old and modded ultimate weapons
Weapon Old Damage New Damage Old Cost New Cost Old Size

(small, large)

New Size

(small, large)

Doom Ray 22 48 150 330 11, 14 29, 39
Black Hole Gun 16 48 100 265 7, 10 33, 43
Nightmare Torpedo 25 50 160 280 12, 13 43, 48

 

Space Weapons Fix Mod, v2

Change list:

  • Obsoletes Armor Plating, Chaff, and Superior Duranthium. Missile Defence Theory leads to Smart Chaff now.
  • The basic defence components yielded by early research into defences all start with a defence rating of 3.  However, they cost three times as much and are three times bigger than before.  Along the rest of the defence tech tree I have made the components take up more space and cost more but given them a proportionately better defence rating.  This includes any components that require Good alignment to unlock.
  • At various defence tech milestones however, you will get two components where you previously got one, the second component being a smaller (miniaturised) version of the first.  The list of these new components are:
    • Tritanium (5 Armour, requires Superior Tri-Strontium)
    • Duranvium (6 Armour, requires Kanvium III)
    • Zeronium (8 Armour, requires Zero-Point Armor)
    • Miniature Deflector (4 Shields, requires Barriers III)
    • Force Shields (7 Shields, requires Superior Force Fields)
    • Micro Barriers (9 Shields, requires Ultimate Invulnerability)
    • Micro ECM (6 Point Defence, requires PD Combo III)
    • Autodefence Turrets (9 Point Defence, requires Aereon Missile Defense)
  • What this new mod means is an end to all those AI ship designs (sometimes based around a small hull) which have a point or two of defence that doesn’t do any good.  A ship will have a minimum of three points of defence if a defensive component is added.  By the time components that can give benefit to fighters are available, it’s more likely for medium and large hulls to have been researched.