[MOD] Researchable Capitals [Diplomacy 1.31]

http://auroragames.lefora.com/

People have complained multiple times about the idea that capitals are weaker than common sense would dictate.  Others have complained that they simply do not scale well with late-game fleets.  To counteract this, I have created a researchable that acts as a fifth ability that is passive so as to increase the base stats of the ship in such a way as to make that ship more functional in its specific role.  Here are the researchables and what they influence.  Also, just because all things get additional AM regen for instance does not mean they all get the same, even within the same race.

Dedicated Colosese [TEC]

Battleship/Siege: AM, Hull Regen, Damage, Armor, Hull

Carrier: AM, Hull Regen, Damage, Armor, Hull, Squad Count

Support/Colony: AM, Hull Regen, Damage, Armor, Hull

Will of the Unity [Advent]

Battleship/Combat: AM, Shield Regen, Damage, Armor, Mitigation, Phase Missile Resistance

Carrier: AM, Shield Regen, Squad Count, Armor, Mitigation, Phase Missile Resistance

Support/Colony: AM, Shield Regen, Armor, Mitigation, Phase Missile Resistance

Imperial Flagships [Vasari]

Battleship/Siege: AM, Hull Regen, Weapon Cooldown, Damage, Armor, Hull

Carrier: AM, Hull Regen, Armor, Squad Count, Hull, Linear Engines

Colony: AM, Hull Regen, Armor, Ability Cooldown, Weapon Range

Scout: AM, Hull Regen, Armor, All Movement

 

These are three-level researchables that when upgraded to the maximum also increase the weapon banks of capitals and starbases. 

 

Feel free to report any bugs you might happen to see.  (It is known that when run in the dev version of the program it will cause popups.  Just hold down enter until they eventually go away.  This does not occur during normal gameplay.)

Also, feel free to use anything from this in mods of your own, simply give credit.

 

And above all else, feel free to report any balance suggestions or content changes that you would find more logical.

 

Version 1.00 Download

Version 1.01 Download

 

Aurora Games

8,939 views 14 replies
Reply #2 Top

where dose the reseach tree start for these?

or am I missing something, also is this compatible with DS?

Reply #3 Top

Quoting BloodDragoon, reply 2
where dose the reseach tree start for these?

or am I missing something, also is this compatible with DS?

Probably not, since they both effect the research trees. I don't think it would take that much effort to add it though.

Reply #4 Top

well back to my first question, I took all mods but this one out and I am not seeing anything diffrent in any of the tech trees am I missing something?

 

Reply #5 Top

Quoting BloodDragoon, reply 4
well back to my first question, I took all mods but this one out and I am not seeing anything diffrent in any of the tech trees am I missing something?

 

 

TEC: builds off Advanced Manuevering

Vasari/Advent: builds off hull upgrades.

 

And this could be combined with DS, but you'd have to combine files to do so.  It wouldn't be difficult.  For the convenience of others, I left them as text files, so if DS actually wanted them they could put them in themselves.

Reply #6 Top

umm ok

I just did not see any additional Icons in the tech trees maybe it is just me LOL

Reply #7 Top

lol it's there on my end  ;)

 

Its the capital factory icon, so if you were looking for some completely new image, there isn't one.

Reply #8 Top

ohhh ok will go look again My favorite race so far is the advent

so for now this is a stand alone mod?

Reply #9 Top

Corret.  I left all files as texts so that users can modify them as they please so as to add it to other mods.  This is a single-feature standalone designed for the purpose of being used alone or integration into a larger and more expansive mod.

Reply #10 Top

I have not gotten into modding yet but have an Idea bouncing around in My head and not sure how best to implement it

Reply #11 Top

Well, I may be willing to try my hand at it.  Drop by Aurora Games some time and put up something.  I personally am focusing on a series of small mods each with some additional functionality that can be stacked via code editing to create a macro-level mod of the user's choosing.

 

EDIT: Link fixed

Reply #12 Top

your links keeps brining up a error 404 Directory not found

Reply #14 Top

Sorry about that.  It should work now.  Any comments on the actual content of the mod?