Tryptic's Mod Version 1
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on February 8th, 2014, 6:10 am
Last edited by Tryptic on April 11th, 2014, 4:28 am, edited 20 times in total.
Tryptic's Mod Version 1.6
Given the amount of time before the Fleet Ops team releases their shiny new NX version, it seemed like it was time to start a balance mod of my own, trying to continue in the spirit of 3.2.x. Tryptic's Mod may bear my name, but it's meant to be for the whole community and I will try to listen to every bit of feedback I get.
Once again, the goal of this mod is to improve and diversify the ships that aren't used very often, allow for new strategies, and to try out some fun new ideas along the way. Development is ongoing, and will be as long as I have time and people have interest in it. I will be running ideas and suggestions in another thread, so please come and give me your thoughts as much as possible.
Tryptic's Mod Suggestions Thread
//www.fleetops.net/forums/modsinprogress/tryptic-s-mod-suggestions-and-ideas-12566
What I've changed
In standard Fleet Ops, most ships require more Dilithium than Tritanium. If a player is mining out of 2 Dilithium, 2 Tritanium moons they will slowly build up extra Tritanium which can be spent on upgrades and special abilities. One side effect of this is that most players can get away with 2 Dilithium 1 Tritanium, or 3 Di/2 Tri most of the time and not worry about upgrades, which are pretty weak compared to other RTS games. I've tried to make Tritanium more relevant by increasing the Tri cost of certain ships that fill a specific role in the fleet, such as dominion Bugs and Romulan Serkas, and increasing the effectiveness of support ships like the Canaveral and the C-11. Be aware that many strategies will require equal numbers of Tritanium moons and some ships are just not spammable anymore.
I've also tried to make later game ships easier to reach for all races, resource-wise. I've tried to keep the times the same so that late-game rushes aren't impossible to deal with. Certain ships and abilities are more focused on taking out single ships, so that if your opponent does rush to something big you have a chance to snipe it before he builds up.
I'm currently working on Version 2, which will be based on feedback from Version 1.6 with a few new ideas. I'm also working on a Cardassian race mod with a few other members of the community, which I will be posting about shortly. We are planning to build it together with Tryptic's Mod and make our development builds available to anyone who wants to help test them. This will take up a lot of my time, which is the other reason why Version 2 will take a while.
Version 1.6 Download link:
http://ge.tt/5o9nahS1/v/0?c
You can either download it from there, or it is on the TS server, in the Up- & Download folder. To install the mod, simply go to your Fleet Operations folder /Data/Mods and paste the folder in there. If you have a clean install you will have to create the Mods folder. Then you can start Fleet Ops and go to Options->Mod Options and select it for launch or create a shortcut.
Note that when you go to play online, if you use the Tunngle option, Tunngle will switch over to the Armada II channel instead of Fleet Operations. You can either use the LAN multiplayer option or simply navigate back to Fleet Operations in Tunngle when this happens.
Version 1.6 Changelog
An entry in yellow means the change will be made in the next version but is not in this one.
Romulan
Helev
- Supply cost bonus reduced to 33%
- Warbird Yard cost reduced by 25%
Mijurial
- Staryard cost reduced by 25%
Starbase
- Can power up to 3 disruptor turrets (strategic range)
- Fancy energy animation included
Fakairu
- Defense value increased by 2
- Speed increased by 10
- Cloaking time with Generator doubled
Singularity Generator
- Dilithium cost reduced
- Tritanium cost increased
- Range increased to long
- Singularity Implosion research cost/time reduced
- Turret power range increased to Strategic
Disruptor Turret
- Can be Decommissioned for full mineral cost
- Decommission time halved (30 seconds)
- Prefab Components reseach time Halved (90 seconds)
Talshiar Academy
- Requires Research Institute
Upgrade Facility
- All upgrades Tritanium cost reduced
Staryard
Rhienn Disruptor Refit
- Cost reduced by 50 Dilithium/Tritanium
- Cost further reduced by 50 Dilithium/Tritanium when built from a yard
- Build time increased
- Refit tech can be researched at either Talshiar Academy or Upgrade Facility
Rhienn Torpedo Refit
- Cost reduced by 100 Dilithium
- This change will be reverted in V2
- Cost further reduced by 100 Dilithium when built from a yard
- Build time increased
- Vector Torpedo damage tripled, miss chance removed
- Vector Torpedo damage will probably be reduced
- Refit tech can be researched at either Talshiar Academy or Upgrade Facility
Generix Specter Refit
- Cost reduced by 100 Dilithium when built from a yard
- Cost reduced by 50 Tritanium when built from a yard
- Build time increased
- Refit tech can be researched at either Talshiar Academy or Upgrade Facility
Generix Singularity Refit
- Singularity range increased to Long
- Requires both Talshiar Academy and Upgrade Facilty
Serkas
- Dilithium cost reduced by half
- Tritanium cost doubled
- Build time increased 50%
Alien Technology
- Available at the Research Facility
- Research cost/time reduced
- Unlocks the Saeihr (Staryard)
- Unlocks the Transwarp-drive Rhienn (Staryard)
Saeihr
- Supply cost reduced by 33%
Warbird Yard
Shrike
- Can be built from the Warbird yard as well as the Staryard (Mijurial only)
Cehlaer
- Offense Value increased by 10
- Defense Value increased by 5
- Shield ratio changed to 70%
- Supply cost increased by 20
- Disruptor Bombardment range increased to Long
- Disruptor Bombardment research time increased by 30 seconds
- Disruptor Bombardment research moved to Upgrade Facility
Eresis
- Dilithium Cost decreased by 150
- Supply Cost decreased by 10
- Tritanium Cost increased by 100
- Radiation Array research costs doubled
- Radiation Array research time increased 50 percent
- Radiation Array area damage Tripled (30 damage)
- Radiation Array energy cost increased
D’Deridex
- Offense value increased by 10
- Defense value increased by 20
- Supply cost increased by 40
- Stealth Field damage reduction increased to 30%
- Stealth Field energy cost increased: requires Rank 2 or above
Norexan
- 10 bonus shield defensive value when MWP disabled
- 10 bonus offensive value when MWP enabled
Tavara
- Speed will be increased
- Upgrades will be changed to three separate versions: Deep Strike, Dreadnought, and Singularity
Given the amount of time before the Fleet Ops team releases their shiny new NX version, it seemed like it was time to start a balance mod of my own, trying to continue in the spirit of 3.2.x. Tryptic's Mod may bear my name, but it's meant to be for the whole community and I will try to listen to every bit of feedback I get.
Once again, the goal of this mod is to improve and diversify the ships that aren't used very often, allow for new strategies, and to try out some fun new ideas along the way. Development is ongoing, and will be as long as I have time and people have interest in it. I will be running ideas and suggestions in another thread, so please come and give me your thoughts as much as possible.
Tryptic's Mod Suggestions Thread
//www.fleetops.net/forums/modsinprogress/tryptic-s-mod-suggestions-and-ideas-12566
What I've changed
In standard Fleet Ops, most ships require more Dilithium than Tritanium. If a player is mining out of 2 Dilithium, 2 Tritanium moons they will slowly build up extra Tritanium which can be spent on upgrades and special abilities. One side effect of this is that most players can get away with 2 Dilithium 1 Tritanium, or 3 Di/2 Tri most of the time and not worry about upgrades, which are pretty weak compared to other RTS games. I've tried to make Tritanium more relevant by increasing the Tri cost of certain ships that fill a specific role in the fleet, such as dominion Bugs and Romulan Serkas, and increasing the effectiveness of support ships like the Canaveral and the C-11. Be aware that many strategies will require equal numbers of Tritanium moons and some ships are just not spammable anymore.
I've also tried to make later game ships easier to reach for all races, resource-wise. I've tried to keep the times the same so that late-game rushes aren't impossible to deal with. Certain ships and abilities are more focused on taking out single ships, so that if your opponent does rush to something big you have a chance to snipe it before he builds up.
I'm currently working on Version 2, which will be based on feedback from Version 1.6 with a few new ideas. I'm also working on a Cardassian race mod with a few other members of the community, which I will be posting about shortly. We are planning to build it together with Tryptic's Mod and make our development builds available to anyone who wants to help test them. This will take up a lot of my time, which is the other reason why Version 2 will take a while.
Version 1.6 Download link:
http://ge.tt/5o9nahS1/v/0?c
You can either download it from there, or it is on the TS server, in the Up- & Download folder. To install the mod, simply go to your Fleet Operations folder /Data/Mods and paste the folder in there. If you have a clean install you will have to create the Mods folder. Then you can start Fleet Ops and go to Options->Mod Options and select it for launch or create a shortcut.
Note that when you go to play online, if you use the Tunngle option, Tunngle will switch over to the Armada II channel instead of Fleet Operations. You can either use the LAN multiplayer option or simply navigate back to Fleet Operations in Tunngle when this happens.
Version 1.6 Changelog
An entry in yellow means the change will be made in the next version but is not in this one.
Romulan
Helev
- Supply cost bonus reduced to 33%
- Warbird Yard cost reduced by 25%
Mijurial
- Staryard cost reduced by 25%
Starbase
- Can power up to 3 disruptor turrets (strategic range)
- Fancy energy animation included
Fakairu
- Defense value increased by 2
- Speed increased by 10
- Cloaking time with Generator doubled
Singularity Generator
- Dilithium cost reduced
- Tritanium cost increased
- Range increased to long
- Singularity Implosion research cost/time reduced
- Turret power range increased to Strategic
Disruptor Turret
- Can be Decommissioned for full mineral cost
- Decommission time halved (30 seconds)
- Prefab Components reseach time Halved (90 seconds)
Talshiar Academy
- Requires Research Institute
Upgrade Facility
- All upgrades Tritanium cost reduced
Staryard
Rhienn Disruptor Refit
- Cost reduced by 50 Dilithium/Tritanium
- Cost further reduced by 50 Dilithium/Tritanium when built from a yard
- Build time increased
- Refit tech can be researched at either Talshiar Academy or Upgrade Facility
Rhienn Torpedo Refit
- Cost reduced by 100 Dilithium
- This change will be reverted in V2
- Cost further reduced by 100 Dilithium when built from a yard
- Build time increased
- Vector Torpedo damage tripled, miss chance removed
- Vector Torpedo damage will probably be reduced
- Refit tech can be researched at either Talshiar Academy or Upgrade Facility
Generix Specter Refit
- Cost reduced by 100 Dilithium when built from a yard
- Cost reduced by 50 Tritanium when built from a yard
- Build time increased
- Refit tech can be researched at either Talshiar Academy or Upgrade Facility
Generix Singularity Refit
- Singularity range increased to Long
- Requires both Talshiar Academy and Upgrade Facilty
Serkas
- Dilithium cost reduced by half
- Tritanium cost doubled
- Build time increased 50%
Alien Technology
- Available at the Research Facility
- Research cost/time reduced
- Unlocks the Saeihr (Staryard)
- Unlocks the Transwarp-drive Rhienn (Staryard)
Saeihr
- Supply cost reduced by 33%
Warbird Yard
Shrike
- Can be built from the Warbird yard as well as the Staryard (Mijurial only)
Cehlaer
- Offense Value increased by 10
- Defense Value increased by 5
- Shield ratio changed to 70%
- Supply cost increased by 20
- Disruptor Bombardment range increased to Long
- Disruptor Bombardment research time increased by 30 seconds
- Disruptor Bombardment research moved to Upgrade Facility
Eresis
- Dilithium Cost decreased by 150
- Supply Cost decreased by 10
- Tritanium Cost increased by 100
- Radiation Array research costs doubled
- Radiation Array research time increased 50 percent
- Radiation Array area damage Tripled (30 damage)
- Radiation Array energy cost increased
D’Deridex
- Offense value increased by 10
- Defense value increased by 20
- Supply cost increased by 40
- Stealth Field damage reduction increased to 30%
- Stealth Field energy cost increased: requires Rank 2 or above
Norexan
- 10 bonus shield defensive value when MWP disabled
- 10 bonus offensive value when MWP enabled
Tavara
- Speed will be increased
- Upgrades will be changed to three separate versions: Deep Strike, Dreadnought, and Singularity
posted on February 8th, 2014, 12:42 pm
Tryptic, i do not know what you changed, but its working. thx.
posted on February 9th, 2014, 3:03 pm
Last edited by Tryptic on April 11th, 2014, 3:45 am, edited 7 times in total.
Borg
Optimize
-Freighter bonus changed from +5 defense to +50% special energy
Conduction Matrix
- Nodes level 3-5 cost and build time reduced
- Nodes 3 reduced by 20%
- Nodes 3 reduced by 30%
- Nodes 3 reduced by 40%
- Nodes 3 required for Diamond/Cube
Freighter
- Defense value reduced by 10
- Regeneration special ability added
- Optimize bonus changed to special energy bonus
Scoutcube
Regen Module
- Regeneration bonus increased to 100%
- Tritanium cost increased by 50
Dodecahedron
Regeneration module
- Regeneration bonus increased to 100%
- Tritanium cost increased by 50
Vinculum module
- Dilithium cost reduced by 50
- Tritanium cost reduced by 50
Dual Intercept modules
- Rate of Fire increased
- Cycles between all available targets
- Axial Assault focuses fire on a single target when active
- Axial Assault energy cost reduced
Dodecahedron Relay
Dodecahedron Relay - Regeneration
- Regeneration bonus increased to 100%
Dodecahedron Relay - Intercept
- Attacks have a chance to disable engines
Dodecahedron Relay - Vinculum
- Slowly assimilates nearby enemy ships (Long Range)
Adaptor
Regeneration module
- Regeneration bonus increased to 100%
- Dilithium cost increased by 50
- Tritanium cost increased by 100
New adaption mechanic will be added later, once all the races are done
Assimilator
- Supply cost reduced by 10
Beam module
- Offense increased by 5
- Beam has medium range
Torpedo module
- Dilithium cost reduced by 100
Regeneration module
- Passive Regen increased to 50%
- Supply cost increased by 10
- Build time increased by 50%
Assimilation module
- Supply cost increased by 20
- CC cost increased by 5
Sphere
Beam module
- Dilithium cost reduced by 100
- Offense value decreased by 5
- Rather than striking 2 targets, beams fire in volleys and then recharge
- Volley size increases with additional modules
Torpedo module
- Offense increased by 5
- Torpedo has short range
Regeneration module
- Passive regen bonus increased to 30%
- Does not increase with multiple modules
Holding beam module
- CC cost increased by 10
- Enables the Sphere to use Nanites
- Nanites are short range, 1000 energy to cast
Pyramid
- CC cost reduced by 10
Holding beam module
- Tritanium cost reduced by 100
Regeneration module
- Passive regen bonus increased to 20%
- Does not increase with multiple modules
Torpedo module
- Volleyfire Torpedoes (low level, fires 3 torpedoes in 3 seconds)
Diamond
- Requires Nodes level 3
- Nanites energy cost increased
- Nanites cost 2 CC to cast
looking for a good limiting mechanic, perhaps supply cost for nanites or limited number of diamonds
Cube
- CC cost reduced by 20
- Requires Nodes level 3
- Boarding ability increased to 100 drones
- Boarding cooldown increased to 20 seconds
Torpedo module
- Dilithium cost reduced by 200
Beam module
- Volleyfire Phaser (Full strength, fires 5 shots in a row)
Armor module
- Dilithium cost increased by 200
Holding beam module
- Dilithium cost reduced by 500
Optimize
-Freighter bonus changed from +5 defense to +50% special energy
Conduction Matrix
- Nodes level 3-5 cost and build time reduced
- Nodes 3 reduced by 20%
- Nodes 3 reduced by 30%
- Nodes 3 reduced by 40%
- Nodes 3 required for Diamond/Cube
Freighter
- Defense value reduced by 10
- Regeneration special ability added
- Optimize bonus changed to special energy bonus
Scoutcube
Regen Module
- Regeneration bonus increased to 100%
- Tritanium cost increased by 50
Dodecahedron
Regeneration module
- Regeneration bonus increased to 100%
- Tritanium cost increased by 50
Vinculum module
- Dilithium cost reduced by 50
- Tritanium cost reduced by 50
Dual Intercept modules
- Rate of Fire increased
- Cycles between all available targets
- Axial Assault focuses fire on a single target when active
- Axial Assault energy cost reduced
Dodecahedron Relay
Dodecahedron Relay - Regeneration
- Regeneration bonus increased to 100%
Dodecahedron Relay - Intercept
- Attacks have a chance to disable engines
Dodecahedron Relay - Vinculum
- Slowly assimilates nearby enemy ships (Long Range)
Adaptor
Regeneration module
- Regeneration bonus increased to 100%
- Dilithium cost increased by 50
- Tritanium cost increased by 100
New adaption mechanic will be added later, once all the races are done
Assimilator
- Supply cost reduced by 10
Beam module
- Offense increased by 5
- Beam has medium range
Torpedo module
- Dilithium cost reduced by 100
Regeneration module
- Passive Regen increased to 50%
- Supply cost increased by 10
- Build time increased by 50%
Assimilation module
- Supply cost increased by 20
- CC cost increased by 5
Sphere
Beam module
- Dilithium cost reduced by 100
- Offense value decreased by 5
- Rather than striking 2 targets, beams fire in volleys and then recharge
- Volley size increases with additional modules
Torpedo module
- Offense increased by 5
- Torpedo has short range
Regeneration module
- Passive regen bonus increased to 30%
- Does not increase with multiple modules
Holding beam module
- CC cost increased by 10
- Enables the Sphere to use Nanites
- Nanites are short range, 1000 energy to cast
Pyramid
- CC cost reduced by 10
Holding beam module
- Tritanium cost reduced by 100
Regeneration module
- Passive regen bonus increased to 20%
- Does not increase with multiple modules
Torpedo module
- Volleyfire Torpedoes (low level, fires 3 torpedoes in 3 seconds)
Diamond
- Requires Nodes level 3
- Nanites energy cost increased
- Nanites cost 2 CC to cast
looking for a good limiting mechanic, perhaps supply cost for nanites or limited number of diamonds
Cube
- CC cost reduced by 20
- Requires Nodes level 3
- Boarding ability increased to 100 drones
- Boarding cooldown increased to 20 seconds
Torpedo module
- Dilithium cost reduced by 200
Beam module
- Volleyfire Phaser (Full strength, fires 5 shots in a row)
Armor module
- Dilithium cost increased by 200
Holding beam module
- Dilithium cost reduced by 500
posted on February 12th, 2014, 1:14 am
Last edited by Tryptic on March 15th, 2014, 6:43 pm, edited 3 times in total.
Dominion
Puretech
- A-20 Destroyer Alpha Variant added
- T-15 Heavy Cruiser Alpha Variant added
Hyperspace Sensor Station
- Available to both avatars
- Scan radius increased
- Scan duration increased
- Scan energy cost increased
Ketracel White Facility
- All upgrades: Tritanium cost decreased
- All Level 2 upgrades: Supply cost added
Yard
Bug
- Dilithium cost increased by 50
- Tritanium cost increased by 100
- Defense value increased by 6
Bomber
- Weapon range increased slightly
- Fires 2 torpedoes at once, then recharges
C-11
- Costs doubled
- Defense value increased by 10
- Weapon and all special ranges increased
- Weapon Focus removed (it was bugged)
- Cascade Feedback changed to Level 2 ability
- Shield Recharge added as Level 3 ability
- Limited to 6 not including prototype
B8 War Frigate
- Crew count reduced by 100
Breen Cruiser
- Prototype removed, tech requirement changed to Technology Lab
- Mineral costs increased
- Supply cost greatly reduced
- Miss chance removed, damage reduced as if it were a Beam weapon
- Torpedoes have a small chance to disable subsystems
A-20 Destroyer Alpha Variant
- Requires Ketracel White Facility
- Regular Bugs may be refitted for (100/50/8)
- off/def/sys 21/17/6
- Deals +33% damage vs destroyers
Large yard
B5 Battlecruiser
- Dilithium cost increased by 100
- Tritanium cost increased by 50
- Troopship bonuses added
Will change the special...any ideas, guys?
S7 Defender
- Speed increased by 20
Breen Battleship
- Prototype removed: tech requirement changed to Ketracel White Facility
- Supply cost greatly reduced
- Speed increased by 20
T-15 Heavy Cruiser Alpha Variant
- Requires Ketracel White Facility
- Regular T-15's may be refitted for (200/100/20)
- off/def/sys 34/25/14
- Has a long range polaron beam
Alien Technology
- Researched at the Technology lab
- Research cost/time reduced
- Unlocks Dreadnought Gantry,
- Unlocks Gamma-Ketracel S-2 Escort Cruiser (no crew loss from the special)
Hyperspace Artillery
- Vision radius increased
- Speed decreased by 10
- Artillery Range increased to Awesome
- Artillery Cooldown greatly reduced
- Artillery damage over time radius increased
Puretech
- A-20 Destroyer Alpha Variant added
- T-15 Heavy Cruiser Alpha Variant added
Hyperspace Sensor Station
- Available to both avatars
- Scan radius increased
- Scan duration increased
- Scan energy cost increased
Ketracel White Facility
- All upgrades: Tritanium cost decreased
- All Level 2 upgrades: Supply cost added
Yard
Bug
- Dilithium cost increased by 50
- Tritanium cost increased by 100
- Defense value increased by 6
Bomber
- Weapon range increased slightly
- Fires 2 torpedoes at once, then recharges
C-11
- Costs doubled
- Defense value increased by 10
- Weapon and all special ranges increased
- Weapon Focus removed (it was bugged)
- Cascade Feedback changed to Level 2 ability
- Shield Recharge added as Level 3 ability
- Limited to 6 not including prototype
B8 War Frigate
- Crew count reduced by 100
Breen Cruiser
- Prototype removed, tech requirement changed to Technology Lab
- Mineral costs increased
- Supply cost greatly reduced
- Miss chance removed, damage reduced as if it were a Beam weapon
- Torpedoes have a small chance to disable subsystems
A-20 Destroyer Alpha Variant
- Requires Ketracel White Facility
- Regular Bugs may be refitted for (100/50/8)
- off/def/sys 21/17/6
- Deals +33% damage vs destroyers
Large yard
B5 Battlecruiser
- Dilithium cost increased by 100
- Tritanium cost increased by 50
- Troopship bonuses added
Will change the special...any ideas, guys?
S7 Defender
- Speed increased by 20
Breen Battleship
- Prototype removed: tech requirement changed to Ketracel White Facility
- Supply cost greatly reduced
- Speed increased by 20
T-15 Heavy Cruiser Alpha Variant
- Requires Ketracel White Facility
- Regular T-15's may be refitted for (200/100/20)
- off/def/sys 34/25/14
- Has a long range polaron beam
Alien Technology
- Researched at the Technology lab
- Research cost/time reduced
- Unlocks Dreadnought Gantry,
- Unlocks Gamma-Ketracel S-2 Escort Cruiser (no crew loss from the special)
Hyperspace Artillery
- Vision radius increased
- Speed decreased by 10
- Artillery Range increased to Awesome
- Artillery Cooldown greatly reduced
- Artillery damage over time radius increased
posted on February 13th, 2014, 4:10 pm
Last edited by Tryptic on March 15th, 2014, 6:53 pm, edited 3 times in total.
Federation
Mayson
- Chassis research cost decreased
Risner
- Chassis research time decreased
Newton
- Upgrade cost reduced
Starfleet Engineering
- All upgrades: Tritanium cost reduced
- Chassis level 2/3 research costs reduced
- Chassis level 3 requires Eraudi yard
Antares Yard
Canaveral
- Dilithium cost increased by 200
- Supply cost increased by 15
- Sensor Synergy made passive
- Plasma Bolt added
- Defense increased by 9
- EC3M replaced by ECCM, increases offense by 9
Nova
- Dilithium cost increased by 100
- Tritanium cost increased by 100
- Supply cost increased by 13
- Requires Chassis level 3
- Offensive value increased by 15
Eraudi Yard
- Cost greatly decreased
- Defense value greatly decreased
- Builds ships slower according to Chassis level
Remore
- Speed increased by 50
- Vision radius increased
- Vector calculation ability changed to Antimatter mine
Sovereign
- Each Sovereign Increases warp-in limit by 1
Starfleet Command
- All regular warpins grant twice as much experience when killed
- Command Warpins require 2 warp-in slots and rank up faster
Descent
- Requires Chassis level 2
- Shield Reset range and cooldown improved
- Shield Reset no longer affects Descent class vessels
Teutoburg
- Requires Chassis level 3
- Fancy new firing pattern
- Special ability energy cost reduced
- Tricobalt volley damage increased
Alien Research
- Available at Starfleet Science
- Research cost/time reduced
- Unlocks Miranda II (Antares Yard)
- Unlocks Cloaking Defiant (Eraudi yard, requires chassis level 3)
I'm planning to limit turrets somehow, any ideas?
Mayson
- Chassis research cost decreased
Risner
- Chassis research time decreased
Newton
- Upgrade cost reduced
Starfleet Engineering
- All upgrades: Tritanium cost reduced
- Chassis level 2/3 research costs reduced
- Chassis level 3 requires Eraudi yard
Antares Yard
Canaveral
- Dilithium cost increased by 200
- Supply cost increased by 15
- Sensor Synergy made passive
- Plasma Bolt added
- Defense increased by 9
- EC3M replaced by ECCM, increases offense by 9
Nova
- Dilithium cost increased by 100
- Tritanium cost increased by 100
- Supply cost increased by 13
- Requires Chassis level 3
- Offensive value increased by 15
Eraudi Yard
- Cost greatly decreased
- Defense value greatly decreased
- Builds ships slower according to Chassis level
Remore
- Speed increased by 50
- Vision radius increased
- Vector calculation ability changed to Antimatter mine
Sovereign
- Each Sovereign Increases warp-in limit by 1
Starfleet Command
- All regular warpins grant twice as much experience when killed
- Command Warpins require 2 warp-in slots and rank up faster
Descent
- Requires Chassis level 2
- Shield Reset range and cooldown improved
- Shield Reset no longer affects Descent class vessels
Teutoburg
- Requires Chassis level 3
- Fancy new firing pattern
- Special ability energy cost reduced
- Tricobalt volley damage increased
Alien Research
- Available at Starfleet Science
- Research cost/time reduced
- Unlocks Miranda II (Antares Yard)
- Unlocks Cloaking Defiant (Eraudi yard, requires chassis level 3)
I'm planning to limit turrets somehow, any ideas?
posted on February 13th, 2014, 4:11 pm
Klingon
Field Yard
- Defense value decreased by 20 (equal to Antares Yard)
- Dilithium cost increased by 100
- Tritanium cost increased by 25
Center/Left Extension
- Dilithium cost reduced by 100
- Tritanium cost reduced by 25
Special Forces Extension
- Dilithium cost reduced by 200
- Tritanium cost increased by 25
- Can build Edjen
Susa
- Speed increased by 10 (140)
- Speed decreased by 20 during last ditch assault (120)
Veqlaragh
- Tritanium cost increased by 200
- Supply cost increased by 10
- Defense value increased by 8
Firing Arc restricted to 3/4
Battle Yard
Chargh
- Defense increased by 5
- Tritanium cost increased by 100
- Supply cost increased by 5
Sang
- Supply cost increased by 3
Qaw Duj
- Speed increased by 10
- Ion torpedo drain amount increased
Vutpa
- Dilithium cost reduced by 50
- Defense increased by 3
- Shields do not drop when boarding
Vutpa Refit
- Limited to 3
- Defense increased by 7
- Crew increased by 25
- Boarding strength significantly increased
Mass Seeking Missiles
- Range increased to Long
Imperial Yard
- Can build Artillery range Chonaq, requires Alien Technology
Chonaq
- Tritanium cost increased by 100
- Speed increased by 10 with energy buffer off
- Heavy Disruptor energy cost reduced
Neghvar
- Supply cost increased by 10
- Defense value increased by 6
- Ranks up faster
- Veteran slots reduced
Field Yard
- Defense value decreased by 20 (equal to Antares Yard)
- Dilithium cost increased by 100
- Tritanium cost increased by 25
Center/Left Extension
- Dilithium cost reduced by 100
- Tritanium cost reduced by 25
Special Forces Extension
- Dilithium cost reduced by 200
- Tritanium cost increased by 25
- Can build Edjen
Susa
- Speed increased by 10 (140)
- Speed decreased by 20 during last ditch assault (120)
Veqlaragh
- Tritanium cost increased by 200
- Supply cost increased by 10
- Defense value increased by 8
Firing Arc restricted to 3/4
Battle Yard
Chargh
- Defense increased by 5
- Tritanium cost increased by 100
- Supply cost increased by 5
Sang
- Supply cost increased by 3
Qaw Duj
- Speed increased by 10
- Ion torpedo drain amount increased
Vutpa
- Dilithium cost reduced by 50
- Defense increased by 3
- Shields do not drop when boarding
Vutpa Refit
- Limited to 3
- Defense increased by 7
- Crew increased by 25
- Boarding strength significantly increased
Mass Seeking Missiles
- Range increased to Long
Imperial Yard
- Can build Artillery range Chonaq, requires Alien Technology
Chonaq
- Tritanium cost increased by 100
- Speed increased by 10 with energy buffer off
- Heavy Disruptor energy cost reduced
Neghvar
- Supply cost increased by 10
- Defense value increased by 6
- Ranks up faster
- Veteran slots reduced
posted on April 11th, 2014, 4:29 am
Bump for new information
posted on June 2nd, 2014, 8:52 pm
posted on June 7th, 2014, 10:06 am
Tryp, look one bug for me pls...., vutpa refit can not be make veteran.... only double gold officer. tested in normal 327 in instant action and in multiplayer game. normal vutpa is OK, just refit. you probably inherit the bug in your mod also.
Thank you.
Thank you.
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