Custom Tech Tree Mod: Dread Lords Test Version 0.2 (Updated 8:42am GMT, 012 in Brief:/07/2015)

Ok Dread Lords Race mod, though currently the custom tech tree and not the racial's are the focus, per my warnings below the racial aspect will come when i've got the rest working.

 

Ok a big WARNING first. Then i'll give a basics rundown

 

This is V0.2 which means some things are incomplete.

 

A) Currently any localisations, (that is in game text for anything), that aren't new or for something that was edited from base have not been subject to changes to make them suitably dread lordy.

 

B) The weapons and defensive systems trees are only including the basis, the various buff modules and resource consuming modules and techs for them are missing. That's work to do.

 

C) There's no race included so you'll have to create one to use the tech tree. This is pretty much going to be my last priority.

 

D) Because i've edited certain techs that are base techs I've had to go in and use the total conversion method of updating the Improvements file, (i'll have to do the same for starbase modules when i get that far), as such this mod is NOT compatible with any that also replaces that file, and may or may not be compatible with any that edit it.

 

E) Currently the defensive modules will only produce shield FX and the Offensive one's Beam FX, going to look into a fix for this.

 

Okay, the rundown.

 

The tree is a mixed bag, you have poor farming, poor extreme world colonies and por approval. Conversely you get significant boosts to your end-game terraforming, access to all extreme world types an age earlier and some strong boosts to military buildings, military production, (particularly on non-production heavy worlds), and manufacturing.

 

You also get completely unique weapon and defensive systems. Both types provide you with amounts of all types of value and the defensive systems are fleet wide. The catch is that the defensive systems are much less powerful on a per module basis relative to their other stats and whilst the offensive systems are slightly more powerful overall, the spreading of DPS across all defence types costs them much of that power. In effect true mixed defence ships will perform as well or slightly better against them than against most others, but specialised defense ships will suffer. It also creates some interesting implications for small vs large.

 

 

 

And here's the download link.

 

If you want your Starbases to be able to mine even with Culture/Military/Economic Rings, download the following file as well and apply it over the top. You still need the base download above however. The File on it's own will merely unlock no mining restrictions for normal races, but it should cause any errors.

 

Here's the mining download link.

 

V0.11.1 to V0.2 Changes in Brief:

 

The mains changes where the removal of the Hyperion Buildings and the replacement thereof with a specialised Tech line in the Military tree. This suits the more distributed production style of the Dread Lords much better. Research building have also received a major balance pass, several localisation bugs have been squashed and i've changed all instances of DreadLords fighter use to suing a new Escort fighter. This is a medium class ship and due to it's shared use i've had to replace the Advanced TransportModule's Interceptors with Escort Fighters as well as the top line T5 Pragmatic Trai effect. Naturally this affects all factions.

 

 

11,105 views 8 replies
Reply #1 Top

So any feedback anyone? I know i've been a bit slow on the starbase fix update, i had a weird bug this time yesterday and between having to re-download the game for re-install on a 170K connection and sleep i haven't got anything done the last 24 hours. On it now but would appreciate thoughts.

Reply #2 Top

Dont have time to playtest right now, but took a look at the files.

 

Is there a Reason why you changed the GenericName of the Colonization and the XenoIndustrialization Tech?

Because if you dont do that you can actually stay with the append Methode.

Reply #3 Top

If i don't change it i can't swap the standard research buildings for the custom ones ;). Unless i missed a way to do it anyway.

Reply #4 Top

Updated to V0.11, this has working starbase modules though i'm going to need to figure out a new naming scheme to get the name lengths small enough for the UI, they run off the sides of the tabs atm. Sorry about that.

Reply #5 Top

Updated to v0.11.1, minor typo slipped through in a file that rendered the mod non-functional. Now fixed. Note to Self: Take more care with the Notepad++ Replace function in future.

Reply #6 Top

Quoting KarlBar99, reply 1

So any feedback anyone?
End of KarlBar99's quote

The basic. What is this?

At first I though, o cool someone is recreating the campaign, no. Making the Dread Lord scenario where Dread Lords are a race that is always at war with other races, no.

Reply #7 Top

I'd assumed from the information i gave it would be obvious, it's a tech tree/race mod. Currently there's no raca defined so you'll have to create one to use the tech tree, which is what's actually the bulk of the work.

 

I'll edit the OP to be more clear however.

Reply #8 Top

Ok V0.2 is up with some major balance changes and the military tree a it more fleshed out. Enjoy.