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Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 updated 2-23-14

 
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Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 upda... - 2/22/2014 7:48:30 AM   
unsubstantiation

 

Posts: 13
Joined: 2/21/2014
Status: offline
When playing I found that there were too few factions and that there was an imbalance among those that existed, my goal is to change that. This will be the first part of a growing mod hopefully. But I'm very satisfied with what I made. Feel free to tell me what you think.


Install Instructions
Extract the Data folder from the zip file to the correct location depending on your OS, look below to see.

Windows 7:
C:\Users\drlawyer\AppData\Roaming\Proxy Studios\Pandora\

Windows XP:
C:\Documents and Settings\<user>\Application Data\Proxy Studios\Pandora\

Mac OS X:
/Users/<user>/Library/Application Support/Proxy Studios/Pandora/

Linux:
/home/<user>/.config/Proxy Studios/Pandora/”

Download link:
Download


Most recent file update 2-23-14
Updates I plan to do in the near future listed by order of priority:
-add ability to have more factions in a game, (up to 12).
-fix any bugs I am made aware of.
-add ability to bulid/buy multiple cheap units in 1 turn.
-expand the tech tree.
-change the .oog files so that new factions audio descriptions are unique.
-add more unique dialouges.






Attachment (1)

< Message edited by unsubstantiation -- 2/24/2014 7:34:37 AM >


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beautifulacacia.com
Post #: 1
RE: Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 ... - 2/24/2014 8:43:30 AM   
eyegore

 

Posts: 94
Joined: 11/18/2013
From: Houston
Status: offline
This is so cool. Glad to see modding is starting to take off. Great work!

(in reply to unsubstantiation)
Post #: 2
RE: Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 ... - 2/26/2014 11:40:41 AM   
Finestra

 

Posts: 5
Joined: 12/29/2013
Status: offline
Yeah keep it coming. Thanks for the nice work

(in reply to eyegore)
Post #: 3
RE: Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 ... - 2/26/2014 12:16:10 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Thanks for the mod. In my current game, using this mod, I'm (Togra University) in a life and death struggle with Merk Pharmaceutical. I was making slow progress in the war but he has fielded a highly advanced tank that has tipped the balance in his favor. I'm trying to hold him at bay with low tech units while I catch up and work to wreck his economy. Tense situation and fun! All other factions eliminated except a weak Royal Navy.

< Message edited by Webizen -- 2/26/2014 1:19:06 PM >


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Tac2i (formerly webizen)

(in reply to Finestra)
Post #: 4
RE: Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 ... - 2/27/2014 1:00:53 AM   
unsubstantiation

 

Posts: 13
Joined: 2/21/2014
Status: offline
Thanks for all the kind words. I'll continue to try to improve it :). I'll probably release a small update on friday or monday. It wasn't my intention at all, but Merk is one of my favorites. Merk and Xenophiles seem to consistantly do well, so I may reduce their perks a little. I'm also thinking about changing diplomacy, but im not entirely sure how i should. The original system is fairly imbalanced, skill in diplomacy ranges from -10% to +10% and there are already relationships ranging between -10% and +20%. This sort of imbalanced system could be kept, where then I would list those details. Or I could make a new system where each faction has an equivalent number of friends and enemies to the same degree as each other, and then I owuld list who their friends were. Or I could simply set all diplomacy skills do normal, and remove all positive or negative relationships. What do all of you think is the better option? I suppose best would be a setting to turn that on or off, but thats not really doable for me.

_____________________________

beautifulacacia.com

(in reply to Tac2i)
Post #: 5
RE: Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 ... - 2/28/2014 4:47:58 AM   
eyegore

 

Posts: 94
Joined: 11/18/2013
From: Houston
Status: offline
It's hard to say. By default certain factions should be natural enemies. Ecological vs Industrial for example. Hence the default -/+ values. Also Diplomacy, being the most troublesome part of the game will likely see many changes in the future-so any work done here may quickly become null.

However any improvements you are able to do would be great as well but it'll be a slippery slope where your be revisiting it again and again as updates come out.


(in reply to unsubstantiation)
Post #: 6
RE: Unsub's 12 Faction Mod, 6 New, 6 Rebalanced v 0.95 ... - 3/1/2014 10:22:34 PM   
mainebears

 

Posts: 6
Joined: 3/1/2014
Status: offline
I like this Mod - makes the game more interesting - I am not sure how much some of the free abilities like repair systems - field training - orbital scan - Drop pods.

Imperium maybe should start with a rank 3 infantry instead of field training - allow them to better able to explore and withstand alien attack. The think the watchers first unit has the extra sighting range mod which is good but they seem like they need another advantage at start. Warlord I think maybe should start with extra unit. Not sure the base fractions need more work - the ATV vehicle for Togra University comes in handy for exploring before the alien aggression starts. I have a hard time fully utilizing the Former for Solar Dynasty once Aliens start attacking.

Generally the ability for the AI fractions to withstand Alien Attack needs to be addressed especially for Pangea maps - but think some work on the game engine and AI needs to be done to address that. Maybe shorten the response range for the large heavy alien units or greatly increase the time delay to allow them to grow and develop some territory without constant attacks. AI fractions need to prioritize Xenology especially the non-green ones.

(in reply to eyegore)
Post #: 7
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