================================================================ Version History - DevnullMod for Space Empires V ================================================================ ================================================================ Version 1.71.3.1 (patch version only) ================================================================ 1. Fixed Fast Crystalline missile sizes fixed to not give negative tonnage at high tech levels 2. Fixed Massive unhappiness modifiers from the new society and government type files were causing the AI to go into a fetal ball and never recover. The new files are adjusted to have values that still give players more of a challenge, but also let the AI survive. Beware that some combinations of govt and society types will still make your population pretty unhappy, but you shouldn't have new colonies riot within 5 turns any more :P 3. Changed Updated RacialTraits a bit to give larger values in some places. Please note that the negative modifiers in some cases are significantly higher. Look carefully at your modifiers from govt/society/race picks to make sure you understand the benefits and penalties of your choices because they WILL have more of an effect than you might be used to. ================================================================ Version 1.71.3 ================================================================ 1. Changed Upgraded to FQM 14 and bundled all necessary pieces with mod to avoid install hassles with the MultiMedia Pack that have kept many players from enjoying this mod. I will attempt to put out 2 versions of the mod, with and without the bundled Multimedia Pack files and users can download the mod version that they like. 2. Changed Lowered costs of colonizers back slightly because I overcompensated and made them TOO expensive in the last version. 3. Fixed Energy Refractor can only be placed in armor slots 4. Changed Climate Control Facilities now work much faster (6-10%/year instead of 3-5%/year) 5. Changed Climate Control Components now work much faster (3-5%/year instead of 1-3%/year) 6. Changed Atmospheric Converter Facilities to work faster (5/4.5/4/3.5/3) instead of (10/8.75/7.5/6.25/5) 7. Changed Atmospheric Converter Components to work faster (10/7.5/5 years instead of 20/15/10). 8. Changed Changed supplies for engines. Ion Engines have about half of what they used to and a lower cap for how much extra they gain with tech levels in resupply. Quantum Engines now have more supplies than before and will gain extra supplies for each resupply level (no cap). Other engine types are in between these extremes. 9. Changed Modified Starting Facilities so that no race has illegal starting facilities in all-tech game 10. Changed Alloy Burner Missile changed to actually be a missile 11. Changed Limit engineering bays to 1 per vehicle 12. Changed Decreased production of solar generators - they are now more on par with monolith facilities. With one star in the system, they produce slightly less than a monolith (which produces about half of what a specialized facility does), but with 2 or 3 stars in the system, they produce more than monoliths. 13. Changed Normal boarding parties disallowed on Drones (too easy to overwhelm normal (slower) ships with masses of troops since drones are so cheaply mass-produced) 14. Changed Energy Dampener and Weapon Disrupter were badly balanced. Changed both to be balanced (tonnage, reload, damage amount, Tech Level availability, etc) 15. Changed Slightly re-balanced range mods for base mounts 16. Fixed AI will not build a temporal space yard unless the planet already has a space yard (in the queue or built) and is large enough to support it. 17. Fixed AI base yards will now add orbital drydocks if possible 18. Fixed AI temporal races will now add Temporal Spaceyard Enhancers to specific designs if possible 19. Fixed AI races that used organic and crystalline armors will now use the appropriate armor 20. Fixed AI will now use armor (as opposed to "Heavy Armor" from Balance Mod) 21. Fixed Orbital Drydocks now only available for bases 22. Changed Updated Government and Society Types to use Romulus Doctrines 23. Added Resource generating facilities now have ability to store a small amount of the resources they produce. ================================================================ Version 1.71.2 (Unreleased) ================================================================ 1. Fixed Crystalline Torpedos could reach 0 tons. Ooops 2. Changed Supply and Ordnance storage not needed on Weapon Platforms so I made it unavailable to them. 3. Changed Stellar manipulation was too cheap -raised cost to 500000 base -more pre-requisites (Physics 5, Warp Point Manip 4, World Manip 4) 4. Changed Warp Point Manipulation too cheap - raised cost to 60000 base 5. Changed Warp Point Manipulation started at 50 ly + 20 ly per level (way too far). Changed to 10 ly base + 10 ly per level (matches BM 1.14) 6. Changed Intel tech area too cheap for its effects - doubled cost to 20000 base 7. Changed Adjusted costs of intel (higher) and research (lower) enhancer facilities + intel facilties (higher). 8. Changed Increased cost of colonizer modules - colonization phase of game too easy and players growing too quickly. The colonization phase was taking over the game and made it less about strategy than about pumping out colony ships. 9. Changed Rebalanced some small weapons to make things a little more balanced. Made sure that ground damage matched space damage in most cases. -small electric discharge -small acid globule -small shard cannon -small time distortion burst -small telekinetic projector -small depleted uranium cannon -small meson blaster -ground cannon -small phased polaron beam -small ripper beam 10. Fixed medium carriers were too slow (should have had a base move of 10, not 8) 11. Fixed massive seeker ship and base mounts increased supply/ordnance by +1900%!!! (Changed to +300%) 12. Fixed system radius setting in settings.txt was too large and it was making maps that had planets outside the hexes. Doh 13. Fixed Fighter computers not working 14. Changed Halved effect of temporal space yards and temporal space yard enhancer component. They were too high and it was making the temporal racial trait unbalancingly powerful. 15. Changed Slightly Adjusted happiness modifier for Genetic Recoding Lab 16. Changed Spaceports decrease happiness more - significantly more. Beware. 17. Changed Overhauled the AI scripts for DevnullMod to make the AI not only research the new tech tree, but construct with it as well. The revamped AI is a vast improvement over the old one (mainly because the old AI scripts were from another mod and the changes in this mod were gimping them severely) and the AI can actually be a real challenge, at least in the game's expansion phase. The changes to the scripts are still not well-tested, however, so please, if you run into problems with the AI's research or construction strategies, let me know. 18. Added Added stubs of selected non-stock shipsets with updated-for-DevnullMod AI scripts. These are all in the Empires\CustomEmpiresWithDevnullModAI folder. To use them, simply make sure that you have the base empire files in your SE5\Empires folder and then copy the folder from the DevnullMod\Empires\CustomEmpiresWithDevnullModAI to your DevnullMod\Empires folder. This will make sure that the custom race is not playing with a gimped AI that is not compatible with DevnullMod. Note that if you want to add another race that I did not include here, it's very simple to do so - just copy the default_main_script.csf and the default_setup_script.csf files from the "Default" empire directory into your new race's directory and rename them by replacing the "default" with your race's name. The empires that I've created AI files for are: --Cardassian --Colonial --Dominion --FedTNG --Ferengi --Hierarchy --Hiigaran --IA --Imperial --Klingon --RDMCylon --Romulan --Shadows --Tholian 19. Changed Updated readme.txt, etc to better document mod installation procedures and gotchas ================================================================ Version 1.71.1 ================================================================ 1. Fixed Changed AI scripts to use DevnullMod tech tree. (Started with Balance Mod 1.14 AI scripts). The updated AI is much closer to reasonable now and on high-bonus settings can actually be somewhat challenging! Continued tweaks of AI scripts can be expected in future releases now that I've figured out how to do so. ================================================================ Version 1.71.0 ================================================================ 1. Changed Integrated Dvoongar's Doctrines 0.94 2. Changed Integrated changes from Balance Mod 1.14a -AI scripts ================================================================ Version 1.66.2 (Unreleased) ================================================================ 1. Changed Made the following facilities limited to one per planet: -Robotoid Factory -Mineral Scanner -Hybrid Eco - Farms -Radioactives Collider -Ultra - Recycler -Central Computer Complex -Citizen Databank Complex -Climate Control Facility -Value Improvement Plant -Atmospheric Modification Plant -Ship Training Facility -Fleet Training Facility -Planetary Gravitational Shield Facility 2. Changed Made the following facilities limited to one per system: -Resource Converter 3. Fixed Small/Ground Engines were not giving enough movement points - max number halved in 1.66.0, but movement points were not doubled and thus fighters/troops were going half as fast as intended. 4. Changed Point Defense Blaster and Point Defense Beams now use 1 supply 5. Changed Flak Cannons and Bomblet Missiles now use 1 ordnance, but they also store 30 ordnance as well 6. Changed Stealth armor component now requires Cloaking technology as well as armor technology 7. Changed Scattering armor component now requires Scanning technology as well as armor technology 8. Changed Lowered cost of Vehicle Systems Technology 9. Changed Lowered cost of Resupply Technology 10. Changed Raised cost of Cargo Technology 11. Changed Raised cost of Missile Weapons Technology 12. Changed Raised cost of Base Construction Technology 13. Changed Raised cost of Applied Research Technology 14. Changed Raised cost of Medical Technology 14. Changed Large Base Construction now also requires Construction Level 2 15. Changed Orbital Habitats now also requires Biology Level 2 16. Changed Contra - Terrene Engines now also require Physics Level 2 17. Changed Jacketed Photon Engines now also require Physics Level 3 18. Changed Quantum Engines now also require Physics Level 4 19. Changed Changed Plague Bomb to start at Biological Weapons Technology 1 and increase 1 every 3 tech levels 20. Changed Increased output of resource generating facilities slightly to help starting empires. 21. Changed Changed capabilities of drones in order to address some balance issues -Drones can no longer use point defense -Drones can no longer use missile weapons -Drone maintenance more expensive 22. Fixed Space port migration bonus should only affect owner's empire 23. Changed Universal colony modules now cost more than other colony modules + they are slightly larger. This is a balance fix that will hopefully make a certain start-game strategy less viable (and more on a par with other start-game strategies). 24. Changed Emissive Armor icon changed to be a unique icon (as opposed to Emissive Armor Plating) 25. Changed Lowered size of Flak Cannons and Bomblet Missiles a little bit 26. Changed Lowered cost of Temporal Weapons Technology 27. Changed Eliminated Psychic Weapons Technology - all psychic weapons now based on Biological Weapons Technology 28. Changed Raised cost of all Planetary Colonization Technologies 29. Fixed Small Anti-Proton Beam can hit fighters again 30. Fixed Small Ripper Beam cannot target Mines any more 31. Changed Toned down Plasma Missile Weapons - I had made them too powerful in previous versions of the mod 32. Changed Toned down Small Anti-Matter Torpedos - they were too powerful for their tonnage/speed 33. Changed Toned down Small Graviton Beam - WAYYY too powerful 34. Changed "Burn Armor" Damage Type modified to not JUST damage armor, but do normal damage as well. Increased size, etc for Alloy Burner Missile to compensate. 35. Changed Plasma Weapons now require Chemistry 3 instead of Chemistry 2 36. Added Added Fighter Computer Core component 37. Fixed Changed Computer Virus weapons to also allow attacking all the new types of Master Computers (organic, drone, fighter, etc) 38. Added Gatling Point Defense Cannons - High rate of fire, but high ammo usage as well. 39. Added Light missile mount - 1/2 damage/size/cost, 1/2 sup/ord usage, decreased range 40. Added Fast Seeking Parasite and Fast Crystalline Torpedo. 41. Changed Limited combat sensors and ecm's to 1 per ship 42. Changed added Damage Resistance (ala Emissive Armor) to "Neutronium" armor. 43. Fixed Drones can now be in fleets and can be recovered 44. Changed Increased cost of Master Computer and Organic Master Computer ================================================================ Version 1.66.1 ================================================================ 1. Fixed: Alloy Burner Missiles and Temporal Tachyon Cannons did not have ordnance storage when they should have 2. Fixed: Universal Colony had a typo in the requirements that was making it unavailable 3. Fixed: Gamma Pulse Torpedo description updated to not say that it skips armor and shields (because the weapon no longer does) 4. Changed: Alloy Burner Missiles made smaller and use less supplies since "Burn Armor" damage type does not damage anything but armor. ================================================================ Version 1.66.0 ================================================================ 1. Changed: Version numbering system to better evaluate which version of SEV the mod is compatible with. 2. Changed: Space Yard Components repair all facilities in system instead of sector 3. Changed: monolith facilities based off all three resource techs, not stellar manip 4. Fixed: Base ships should not be available until dreadnought level 4 5. Fixed: Fix psionic and temporal weapons to decrease size with tech (not sure why these got missed originally) -Temporal Shifter -Shield Accelerator -Temporal Tachyon Cannon -Weapon Phase Accelerator -Alloy Burner Missile -Telekinetic Projector -Small Telekinetic Projector -Mental Flailer -Allegiance Subverter -Psychic Whiplash -Mental Singularity Generator -Stupifier 6. Changed: Space Ports significantly enhanced -some supply generation/distribution (Enhanced by Resupply tech) -ship/unit maint cost modifiers within a limited radius of planet -some mineral/organic/radioactive resource storage (Enhanced by Storage tech) -basic scanning (enhanced by Sensors tech) -Enhance migration within the system (limited radius around space port planet) -Make population on the planet unhappy -only 1 per system -Add Trade Modifier based on how many Space Ports the empire has 7. Fixed: Orbital Habitats no longer stack correctly in 1.58 (nor do research labs/intel outposts) - limited to 1 per vehicle (*sigh*) 8. Changed: Add Vehicle Type for Habitat Base and Research/Intel Base 9. Changed: Split up Stellar Manipulation -Ionic Manipulation 5 (storms): req Astrophysics 2 -Warp Point Manipulation 6 (warp points, warp weapons): astrophysics 3, physics 3 -World Manipulation 6 (worlds): astrophysics 4, planetary engineering 1? --Artificial Worlds 3 (ring/sphere worlds): req World Manip 6, astrophysics 5 -Stellar Manipulation 6 (stars, nebulae, black holes): astrophysics 5 10. Fixed: Troops could have unlimited engines 11. Changed: Increased supply storage 12. Changed: decreased size of research and intel facilities 13. Changed: Orbital Habitats provide more space 14. Changed: Resupply depots much smaller and provide less (idea is to make them quick to build and to scale the number to the system traffic) 15. Changed: Add resupply station component which distributes supplies within a radius, but does not generate them. 16. Changed: Cruiser+ now have 5 sizes instead of 3 per tech area 17. Changed: Facility repair rates for space yards and facilities 18. Changed: Space Yards Components reduced to 300kT base tonnage 19. Changed: All component sizes have distinct pictures. 20. Changed: Re-evaluated engines -Engines increased to 5 levels instead of 3 -Drastically cut the amount of supplies stored by engines. Originally, the amount of supplies was intended to be a bonus for increasing the engine level, but this is done more effectively by the size decrease. The reduction in engine supply storage is intended to make ships rely more extensively on supply storage, supply ships, resupply depots, solar collectors, etc and to help with game balance. 21. Changed: Small Rocket Pods, small torpedoes and small Anti-proton beam no longer target fighters/troops (Small APB damage increased somewhat to compensate) 22. Added: Small Ripper Beam 23. Changed: Integrated racial components into normal techs and make non-racial techs (hulls, etc) unavailable -Regular hulls not available to races with organic or crystallurgy racial traits. -Organic and Crystalline Hulls available immediately to races with those traits. -Temporal Spaceyard available with racial trait and improves with Space Yard tech -Organic and Crystal race facilties/components no longer use racial tech. Instead they are integrated into normal techs. -Organic races no longer have normal armor available - they only have organic armor. -Organic Races have only half the shield damage points of normal races. -added Organic Master Computer with integrated boarding defense and self-destruct. Replaces Master Computer for Organic Races -Plasma Charge and Hyper - Plasma Bolt are now universally available (research Plasma Weapons to get them) -Acid Globule, Small Acid Globule, and Enveloping Acid Globule are now universally available (research Chem 2 + Acid Weapons to get them). -Acid Weapons penetrate armor at a 50% rate and also do 150% damage to the armor itself -Crystal Races have 1.5 x the shield damage points of normal races. -Crystal races no longer have normal armor available - they only have crystalline armor. -Psychic and Temporal Technology eliminated - facilities/components now use normal tech -Psychic Weapon Technology now hangs off of Biology 2 -Temporal Weapon Technology now hangs off of Physics 2 -Religious Technology now hangs off of Psychology 1 24. Changed: Modified Racial Trait Costs -Organic = 3000 -Crystalline = 3000 -Temporal = 3000 -Psychic = 2500 -Deeply Religious = 2000 25. Changed: more meaningful population increments (ala Gritty Galaxy) 26. Changed: Split Freighters into their own Tech Area 27. Added: Integrated Fyron's Quadrant Mod 5.0 Beta 12. DevnullMod now also requires downloading the multimedia pack from http://mm.spaceempires.net/ 28. Changed: Evaluate and integrate some BM 1.11/1.12 changes -Hull Construction -Engines -Space Yard 29. Changed: added 3 levels to stellar harnessing (3 more levels of Solar Collectors and 1 more Solar Sail) 30. Changed: Re-evaluated temporal sensors -Temporal Sensors completely replace Tachyon sensors for Temporal races (which are no longer available to Temporal races) -increased sight range to match basic sensors at same sensors tech level -added a small to-hit and defense modifier to Temporal Sensors in a new group so they stack with other types. This emulates the sensors' ability to "see ahead" in time and predict enemy actions better than normal sensors 31. Changed: Re-evaluated psychic receptors -Psychic Receptors now available at sensors 1. This component has all the functionality of and totally replaces Basic Sensors, Combat Sensors, ECM, Tachyon Sensors, and Long-Range Scanners for psychic races -Added small psychic receptors for fighters/troops. Combines and replaces small comhat sensors and small ECM in one (1kT) component for psychic races -Psychic races cannot research Defense Systems (no need) 32. Changed: Temporal Races get a bonus to-hit for all point-defense weapons to emulate their ability to "see ahead" in time and predict incoming missile/fighter actions 33. Changed: Temporal races get +1 movement to all space vehicles 34. Changed: re-evaluated supply and ordnance vats -quantum reactors no longer available to races with Organic Manipulation (Supply Vats replace them and are available earlier to those races) -tweaked supply/ordnance amounts generated to be more balanced. -lowered size of supply vats so that solar collectors don't totally outclass them. 35. Added: Added Mobile Munitions Factory (need Resupply 11) so that normal races can generate ordnance. Large component that uses supplies to create ordnance each turn. 36. Fixed: Starbase and Space Station defense penalty should get better with higher tech 37. Changed: Reworked how breathable/domed planets work. I can't get this to work as I wanted it to because the Is_Planet_Domed() formula doesn't seem to work. In a future SE5 patch, I'll look at this again to see if it will work. In the meantime, I've always felt that domed planets are too small, so I've increased their size somewhat. If I can get Is_Planet_Domed() to work in a future SE5 patch, the sizes may change again. -domed planet have 1/2 usable size of breathable -domed planets hold 1/5 population (was 1/4) 38. Changed: Crew Quarters and Life Support now come in 5 and 15 kT sizes 39. Added: Added Universal Colonizer component (must have all 3 colonizer techs to build it) 40. Changed: Integrated Dvoongar's Doctrines Mod ================================================================ ================================================================ ************* Version 1.0 - Initial Public Release ************* ================================================================ ================================================================ Changes from Stock: ================================================================ Tech Areas: ================================================================ 1. Changed: Most tech areas have been changed to some degree in both cost per level and max levels. This is mostly based off the changes in Balance Mod (in fact, a much older version of BM (0.99), so many of them probably need to be updated more). ================================================================ Facilities: ================================================================ 1. Changed: Most facilities costs are balanced to use more resource types instead of all minerals, all the time (sheesh). 2. Changed: All Planet Sizes multiplied by 10 and facility sizes are now variable. 3. Changed: Most facilities max levels reduced significantly to be more in-line with new Tech Area limits. 4. Added: Small Spaceyard Facility 5. Added: Massive Spaceyard Facility. Size x 10 6. Changed: Deleted Temporal Spaceyard and added Temporal Spaceyard Enhancer that enhances existing Space Yards. NOTE: There is currently no way to limit these to 1 per planet, but that is definitely the intent. Once SEV 1.52+ comes out, I will change this in the mod, but until then, if you build more than 1 per planet, I would definitely consider it a cheat. 7. Changed: Space ports increased to 3 max levels (higher levels are smaller) 8. Changed: Resupply Depot max levels to 11 instead of 100 (!) and supplies/ordnance provided increased significantly 9. Added: Small Mineral, Organic, Radioactive, and Cargo Storage Facilties. Size x 0.1 10. Added: Planetary Shield Generators (smaller and with "normal" shields) 11. Changed: Massive Planetary Shield Generator produce many more shield points and are "phased" shields ================================================================ Components: ================================================================ 1. Changed: Reorganized Component order to make shipbuilding easier 2. Changed: Most components get smaller, stonger, AND more expensive with higher levels. 3. Changed: Engines overhauled: -Each type of engine starts at 20 tons and decreases to 10 tons at level 3 -Engines have 3 levels instead of 10 (might increase this somewhat as current BM does) -Engines provide differing movement amounts per hull-size. Larger hulls require more engines. -Standard engines can no longer be used on Bases 4. Changed: Overhauled armor and shields -Amounts for armor and shields much more balanced -Shields now gain every level (no more interleaved) -Each armor (and shield) type has a regular (20+ ton), light (approx 5 ton) and small (1 ton) version Protection for the various armor sizes are equivalent-per-ton and the only difference is how much tonnage space they take. -Ships/bases/etc can use all armor, units can only use the small armor versions -Added Small and Light armor to emissive, organic, crystalline, etc. -Added Compact shield components (equivalent to armor plating) 5. Fixed: Corrected seeker speeds for all missiles/torpedos/seekers to be within valid ranges 6. Changed: Overhauled Point-Defense and missiles -Did a lot of experimentation and value tweaking to balance point-defense vs. missiles. (range, missile-structure values, missile speeds, point-defense range, etc). -Split up point-defense into a basic version which works against missiles, etc...but NOT fighters. -Higher level versions of point-defense weapons that work against fighters are avaiable, but must be researched in conjunction with one of the following: -Projectile Weapons (Flak Cannons) -Energy Stream Weapons (Point-Defense Beams) -Energy Pulse Weapons (Point-Defense Blasters) -Missile Weapons (Bomblet Missiles) 7. Changed: Changed damage, range, costs, firing timing, etc for many weapons based on balance formulas derived from using comparisons using damage-per-second (DPS) DPS vs. research cost, DPS vs. tonnage space, etc. Work is still in progress on this and not all weapons have been fully balanced yet, but the majority have been. Please feel free to let me know if you find an uber-weapon that seems unbalanced or is always the "optimal" choice to research. 8. Changed: Overhauled Sensors and Cloaking -rebalanced sensors vs. cloaking vs. detection ranges for all sensors. 9. Changed: Small Supply/Ordnance storage available to ships, bases, etc 10. Added: Large Supply and Ordnance Storage 11. Changed: Fighter Cargo Bays now store supplies and ordnance to help carriers hold enough for more than a single battle 12. Changed: More organic components regenerate besides just armor 13. Added: Neutronium armor 14. Added: Orbital Drydock 15. Added: Orbital Habitat Module 16. Added: Robo-Monoliths 17. Added: Engineering Bays 18. Added: Sprint Missiles (double the speed, half the tonnage structure) 19. Added: External Mount Missiles (one-shot missiles). Wanted to make this a component enhancement but the abiltiy "Component - Destroyed on use" won't work with component enhancements. *sigh* 20. Added: Supply Vat to Organic Technology. 21. Added: Research Lab (not really working quite correctly yet) 22. Added: Intelligence Outpost (not really working quite correctly yet) 23. Added: Climate Control Module 24. Added: Mineral, Organic, and Radioactive Transmutation Devices 25. Added: Atmospheric Converter 26. Added: Mineral, Organic, and Radioactive Storage Modules 27. Added: Mobile Pacification Center ================================================================ Component Enhancements: ================================================================ 1. Changed: Reduced number of tech levels in weapon mounts and made each tech level a larger change. 2. Changed: Reduced overall tonnage and damage amount changes in many weapon mounts (usually at least halved) 3. Added: Light Mounts 4. Added: Extended-Range Mounts 5. Added: Seeker Mounts 6. Added: Massive Seeker Mounts 7. Added: Fighter Mounts