mensrea
Posts: 233
Joined: 5/23/2014 From: Pittsburgh Status: offline
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Thanks you two. Maybe if you are ever in town you can buy me some beer and see where it goes, heh. Anyway, the new update is ready. This is another huge update with many fixes, additions and tweaks so please check the changelog below. As usual all bugs that were brought to my attention were addressed to the best of my ability, and many requests were taken into consideration. I feel that at this point I have now fixed both the economy problem and the refueling problem. I have tried to fix the expansion problem but even after many changes the AI isn't as expansive as I would like. I also came up with a new idea since I am only 19 components away from the max: give each race a unique wonder that further distinguishes them. Facilities are maxed at 100 and techs have no max so that will not be an issue. This update also marks the final procedurally generated heresy storyline benchmark. The campaign is now ready in full and I advise you all to play with the heresy storyline checked on when making a game. Here it is: https://dl.dropboxusercontent.com/u/56152025/WH40k%20mod%20v.7.zip EDIT: As of 10 minutes after this post I updated this file to fix a resource issue I did not want in. v.7 changelog -reworked legacy system to not be broken adding many new facilities and components in the process -added subversive legacy -finished megarachnid, loyalist and chaos; "heresy" is now fully playable -removed hydrogen as a fuel leaving only gas, made engines 4 times more efficient and fuel cells 4 times smaller -massive hydrogen costs on fusion reactor components -component resource costs overhaul; much less uranium used in non engine parts, more use of rare ores and minerals -tech tree flow overhaul adding and moving around many techs; check command center techs, troop logistics techs, energy collection techs -buffs to the now renamed mining modules -new components: cybernetic command node, trading complex, cloning center, pleasure complex, engineering bay, sensory camouflage, colonial marines barracks, neutronium armor, armored marine garrison, terminator garrison -new facilities: enhancement centers, SSM batteries, spy camps, military camps, space camps -balanced components: missile launch base, fuel scoops, pulsar weapons, super beams, nova cannon, dakka -increased cargo throughput -switched function of missiles and torpedoes -major overhaul of bastard race behaviors, now more unique, aggressive and expansive -race overhaul adding many new features to races and buffing several races constructions speeds as well as general balancing -all significant techs and components renamed to fit lore -major government balancing -major resource balancing, mostly fixed overinflated economies and lack of uranium as well as uneven luxury distribution -added ships for Chaos and improved Imperial ships with richieelias artwork (thanks!) -Eldar character names and better human names
< Message edited by mensrea -- 7/28/2014 5:15:03 AM >
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