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Are there any tech mods based on balance yet?

 
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All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> Are there any tech mods based on balance yet? Page: [1]
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Are there any tech mods based on balance yet? - 2/27/2016 10:49:32 PM   
Shogouki


Posts: 177
Joined: 8/11/2013
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I've just had the urge to play DW again really badly but I really wish that the tech in game was more varied but most importantly more balanced. Are there any mods like that yet?
Post #: 1
RE: Are there any tech mods based on balance yet? - 3/1/2016 7:51:41 PM   
Starke

 

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Joined: 6/7/2013
Status: offline
Hey man, I'm just getting back into Distant Worlds myself! (I blame the Stellaris dev logs!) The Research Unleashed mod seems to be just what I was looking for, and what you're looking for as well. I haven't had a chance to play yet, so I can't vouch for it myself, but people's impressions seem positive, and it draws a lot of its changes from IceMania's extensive weapon comparison testing (and incorporates his AI Improvement Mod).

EDIT: aaaaaand I just found this mod which hugely extends the tech tree and adds a bunch of new resources, might also be worth considering: Starfall (it's pretty massive and adds a lot, but from the comments it seems to have more balance issues)

< Message edited by Starke -- 3/1/2016 8:26:30 PM >

(in reply to Shogouki)
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RE: Are there any tech mods based on balance yet? - 3/1/2016 8:44:33 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
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I'm probably biased, but Unleashed Extended is pretty balanced. Not perfectly of course. It incorporates Researched Unleashed, AI improvement, AI planned research, and a lot more.

Starfall is very good. Actually all the mods are pretty good. You can't lose.

(in reply to Starke)
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RE: Are there any tech mods based on balance yet? - 3/1/2016 10:41:35 PM   
HerpInYourDerp

 

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Joined: 5/7/2015
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A couple things, bugs/errors mostly, in the tech tree aside, I echo that UE is pretty balanced as far as research goes. Also does some nice things like separating out strike craft type from the hangar branch, as well as reducing power creep of the warp drives by lowering the relative speed per level.

(in reply to Retreat1970)
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RE: Are there any tech mods based on balance yet? - 3/2/2016 1:52:38 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
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I updated UE if you didn't know. Check the third page.

(in reply to HerpInYourDerp)
Post #: 5
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