mensrea
Posts: 233
Joined: 5/23/2014 From: Pittsburgh Status: offline
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Well, it's finally ready. 837 techs, 151 components and everything I ever wanted (in a tech tree). I not only achieved everything I wanted to do with the tech tree but I am also almost fully done with balancing the races according to my new system. After this update I have the facility update, the AI update and the character update as well as ongoing art, tech and racial polishing. After all that is done and any remaining bugs are squashed we will officially be out of beta. Please note that there are blank spots and unfinished tech lines in the research tree as I have not added all the races I want to yet (Squats, Tyranids, pirate races) and have not messed around with viral weapons or bio-weapons in general. Of course there is still all the backend like changing the opening post which hasn't been changed in months, doing those absurd MHTML documents for the pedia, and of course the scenario. Out of all that the one thing I truly dread is the AI work; maybe I will save it for last. I also wanted to thank you guys for all your encouragement and input. Without you guys this mod would be nothing, really. Your input has definitely had a profoundly positive effect on this mods development, and I feel, evolution into something much greater than it was or ever would have been without you. Thanks guys. Anyway, here it is: https://dl.dropboxusercontent.com/u/56152025/WH40k%20mod%20v.10.zip Here's the changelog, too. Enjoy. v.10 changelog -added hightech tree -rebalanced other trees and added more techs -added many new components and changed many old ones -completely rebalanced races according to these categories -aggressive: Eldar, Imperial, Lacrymole, Laer, Megarachnid, Necron, Ork, Quietude, Scythian -tech: Auretian, Interex, Jorgall, Kinebranch -trader: Diasporex, Ghassulian, Kehletai, Stryxis -expansionist: Gykon, Tarellian, Tushepta, Vrakk -rebalanced races according to further minor catagories listed in the snippet -started work on extensive cataloging effort. heres a snippet: "A.Fat -Can't use fighters -Can't do deep cover or inspire revolts -Bigger ships -Tougher troops B.Warriors Legacy -Cheap troops -Better troop transports -Immediate access to cheap military academies C.Subversive Legacy -Sensory Camoflage (cloaking component) -Better Special Ops -Immediate access to Special Ops -Immediate access to cheap intelligence academies D.Defenders Legacy -Immediate access to Planetary Defense Forces -Better Planetary Defense Forces -Immediate access to cheap planetary shields E.Spacefaring Legacy -Exotic Engine (engine component) -Exotic Vector (vector component) -Compressed Fuel Pods (fuel cell component) -Immediate access to cheap admiral academies F.Cybernetic Legacy -Cybernetic Command Node (command center component) -Immediate access to cheap science academies G.Robotics Legacy -AI Targeting System (targeting component) -Repair Drones (repair component) -Immediate access to cheap robotic troop factories H.Psyker Legacy -Psychic Amplifier (detector component) I.Resilience -Deep Space Survival Module (colonization component) -Immediate access to all planetary colonization tech J.Genetic Modification Legacy -Cloning Center (medical component) -Immediate access to double growth rate at all colonies K.Traders Legacy -Trading Complex (commerce component) -Pleasure Complex (recreation component) L.FTL Legacy -Exotic Drive (warp component) M.Major Races -More points -More unique components -Fewer victory conditions -Universally despised" -added a great deal of new art including thanks to Japhet -addressed all issues discussed on forum -prepared for next update with tractor beams -under the hood changes for posterity -changed document headings "'WH40k mod v.10 for Distant Worlds: Universe 1.9.5.7" -much, much more
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