Azuran
Posts: 40
Joined: 6/3/2013 Status: offline
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I fixed the OP for extra readability, especially on moblile devices. quote:
Version A.62 (UPDATE) Patch Notes: 1. New Design of Race Pedias implemeneted. Now it featuring art icons resembling race's alliance allegiance, design and weapon focus, and contain remade and expanded by SirFinbar lore texts which include now detailed Character system Groups Lore articles, which have art headers with their logos attached (so player can also recognize and learn groups of race he plays/he recieved character from. Expanded PEdia added for: Gizurean, Archei, Caleph, Wekkarus, Ketarov. Each offers pleasing art and rich lore texts and group's story for you. Note! There is some art glitch in Wekkarus pedia. It been released due its huge informative, lore and immersion value, its glitch will be corrected in close future. 2. OP of main mod post will have some reogranization becaming mini-pedia online, it will have things ordered and added eventually. 3. MILESTONE! All playable races soundtracks complete and released in final version of soundtrack package. In order to ease its download , especially for people with bad connection, it been separated into 3 parts, which just need to be downloaded and combined. Installation instructions updated in relevant section. 4. Some small fixes and tunes, mainly Archei race. 5. Archei UI released. 6. 3 new Character systems (please note that their GALs will follow soon and will be added to informative part of OP post): Mortalen, featuring 6 tribes which united after ages of bloodeshed in order to deal with external dangers and threats. They have complex and complementing CS. Zenox, featuring technocratic, well-ordered society where leadership separated into 4 instances, which take different approach on things due their assignemnt. They have Simple and complementing CS. Teekan, featuring 4 distinct powers/factions within its population (in additional to rich no-group generic pool), 1 is neutral, compatible and flexible which with normal generic pool of race leadership/populacy represents the main body of Teekan's Mercantile Guild interrior, other 3 are very extreme standding out groups, which are conflicting and negating each other. They have complex and conflicting CS. Patch notes A.61: 1. Number of small fixes and tweaks with different races and goverments (Alot of them). 2. Naxxilian and Ketarov UI. 3. Ketarovs overhauled now they are competetive and playable, Corporate Nationalism changed alot. Their corporations expanded on more roles. 4. Problem when some games would not start due some pirate bug is solved now all should work smoothly. 5. 2 character systems: Sluken, Securan 2. Release ALPHA.6 patch notes A.6 Release Patchnotes - "What's new?" (as difference from A.53): - Minor fixes and tweaks into various aspects of the game. Races tweaked, policies adjusted, character systems polished and tuned. - Zadaj and Archei pedia entry by ParagonExile. - Unique goverments pedia entries by ParagonExile. - In MOD op post added comments about how to maximize complexity of the game if you want to raise complexity/challenge. (Modified Icemania list, with soem changes which more relevant towards Beyond gameset/gameplay). - Remake for Lameresh race, now it will be playable race (they will not have super beam from start of the game) for players with unique super laser available earlier, shooting further, and dealing more damage. Together with their nature (character system) they still will be viable to compete for "Destroy x2 (changed from x3) times ships than you lose" victory condition, but with much more effort, and with need of precise target selection. - Veey and Lameresh and partial Naxxilian UI Included (advance from Alien Immersion Project). Last 3 buttons from Naxxilian UI and Ketarov UI will be released in .61 - Consolidated soundtrack download - comes as big music asset download and provides 4 alliances soundtrack (9 track playlist each one) and 26 (more than half of all races covered) race-specific 6 race tracks. This part represented in 2nd post of Beyond thread. Read details below and check #2 post of this thread. - Alliance chart showcasing alliance allegiance for all races and making it easier to match your race's alliance soundtrack. Alliances been renamed into more immersive names, while their old names will be kept marked by “(“ and “)”. - Pedia Updates with weapon focus (semi merge from AI Mod by Icemania with all corrections made in adaptation into Beyond). Additionally to AI mod Pedia entries all races been given correct updated picture, all new races added, focus string marked with brighter color, and race alliance allegiance added. - Remake of Corporate Nationalism government (changed completely) & Remake for Way of Ancients and Darkness governments (been tuned down) - New , Beyond, (nice version in-between vanilla and extended styles) race art picture for Naxxilians. - Alliance-based color tints for rest, non-top pannel UI designs *coming from Das chrome mod, which will reflect the alliance your race belongs to (Turquoise/Cyan for (Light) Alliance, Deep Royal Blue for (Blue) Pact, Dark Purple for (Dark) Forces, and Red for (Red) Coalition). - More lore influence on race/alliance diplomacy in raceBiases.txt file. - Complete adaptation and integration of Icemania's AI Mod version 1.02 including it's bug fix with wrong construction times - 6 Character Systems : 1. Humans - complex project featuring 6 races/nations/bloodlines of humanity , which have different linguistics, gene code and educational background : White Human (America/West Europe themed), Black Human(Africa Themed), Semite Human(Arabic/Hebrew themed), Slavic Human (East Europe/Russia Slavic etniciy themed), Hindu Human (Hind family themed), Zhong-Ri Human (Far East Asia - themed). They made as diverce, linguistic , very diverce and versatile, diplomacy focused race, which have some slight specialization/education differencies between bloodlines. They have own unique portrait art for each bloodline's male and female (using "Average Portrait" project) and is alpha base for unique portrait art which will come after final release of mechanic part of the mod (eta around NYE). 2. Lemeresh - they been made into player race, stripped from their start-game super laser, and now are race with big ships, good weapon research, early super-laser tech which provide range and power variation of super laser. combined with extremely powerful education their Admirals receive their fleets can mount alot of punch with much lesser number quantities of the ships. They are lions of the space, and have opposite feel/approach to Gizureans game wise. Their Character system features 2 special groups. One, Eme, is common and protective, providing the Lemeresh with more security/counterespionage power, while second, Leeresh, is rare and powerful, and will help the player to rain the death on those who oppose their Lemeresh empire. 3. Keskudon - they been remastered abit, with Way of Darkness goverment being tuned down, as race they been tuned slightly up, and their character system featuring 4 special groups - Slave traders and Slave-catchers Vorsuk, Seer Technologists Seska , Vicious Blood-Lust commanders of Doskunuk and highborn oligarchs Trunosk which represent different powerful segments of their society which compete for the Keskudon Empire rule and offer different directions of development/Gameplay. 4. Shandar - Easy going, relaxed Shandars have matching their lore character system, always easy-going, relaxed, drunk and lazy, they posses powerful skills and awareness due their stabile, happy and undemanding mind state. They have 3 groups which are available only as Governors, special role of Utopian colony overseer - and they are very powerful, managing their assigned colonies into being different kinds of Utopias through different approaches and visions – Nos-Iss through providing and developing entertainment, creating attractions and promoting body pleasures, Iss-Ssa through spiritual activities, meditation and education, and Sha-Doon through unity with Environment, nature and world surrounding them and harmony with space's eternity. Their CS have some slight learning curve due some innate negative trait patterns which are common for majority of their characters. 5. Naxxilians - Straightforward race with 2 special group character systems. They have 2 influential groups - Shuxil (Quite aggressive, militaristic and expansive cold-hearted shamans), other is Todosht, famous Todash ultimate game survivor champions, which been glorified, and viewed as example of strength and courage. Those groups are pretty exclusive, so watch well and have good luck. 6. Ketarov - this race had quite drastic change, they been tied to overhauled Corporate Nationalism goverment, with improved synergy to it, and featuring 5 special groups which compete for leading and governing factions Interior politics and colonies. They are 5 very competitive Mega-Corporations, each one is "state within state", and each one have own specialization (as each of them ate/assimilated smaller corporations of same industry/market segment) : Reta Verok - Conservative Construction/Real Estate corporation, Sorotvan - Shady and Manipulative Enertaiment/Broadcasting/Information technologies megacorp, Orover Korate- Huge freighter Company, Vorvotor - Arms Manufacturer and Security services mega-corp known for its aggressive and violent methods of solving competition issues, Terevek - huge Drug/Chemal Tech/Mining Concern. They offer very different approach on management of Ketarovs development, and each one is powerful but have serious drawbacks to be dealt with (except social-oriented , most moderate freighter mega-corporation Orover Korate which simply offers small benefit of covering certain Corporate Nationalism goverment drawbacks and provide only good antidonte/relief to rampant Ketarov's corruption ) 3. Final Aim. Mod aims to create ultimate, immersive experience.Final aim is complete rebalance, remake of the game with at least 50 races, much more difference between races, epic feel and story even in random game, immersion, visualisation, flavor. At end each race will have own charatcer system which mirrors its society, and any groups/castes/politic blocks within it. Each charatcer will have unique portrait art. As example of unique portrait art please see race "Ergreagd" 1. 50 races (56). Each race should be very different to play. This is easier task for Beyond because of alot of tools to differ the race coming from Character systems. 2. Creating Character System for each race, this includes creation of informative Leadership Portfolio Graphs. 3. Creating UI/Immersion stuff for each race. 4. Balance All races with CS implemented. 5. Integrate good top-priority mods. Next big project i think will be integration of Research Reloaded with lurchi. 6. Creation unique character face art (as example race Ergreagd) for each race. 7. Add some stuff which i have in mind, but there are no modding tools implemented yet. 4. Dev notes on game difference. In addition to new races, art and minor features, and improved AI coming from awesome AI mod integrated into this mod, made by Icemania, it overhauls and completely remakes certain parts of the game. a.Character system is completely redone, and each race have own, race-specific character set. b.Race-specific character system explains social structure of race, and is another race-defining veriable which affects heavilly race balance and abilities. c.Each race have certain "groups" - castes, tribes, polotocal blocks, departments. Each of them add more flavor, lore and also heavy game influence, and possible strategies to win the game with certain race. Understanding your race character system, and its groups is neccesary for all races in future of Beyond . d.At start of each game same race will start with same characters (leader and spies). Other characters will follow in random order, from the pool assigned and pre-made for this race, which outlining the race populacy, society and their and their leadership skills. e.Now Dismiss button have more use as well as character generating buildings. Dismiss button could and should be used at times in order to swap characters, and is common tool to change leaders (if you have 100% original leader appearance). Dismissing leaders is vital thing of character micromanagement, and game will provide you other leader immideately. After that dismissing will be put on cooldown, and some time will need to pass before you can gample/swap again. f. some races have complex character systems, which extend the character pool and linked to their goverments. h. its heavilyy recommended to build your strategy play towards acquiring complementing type of populacy (if your race donw know and bad at something - get other race in your empire to perform that role. i. character system info is aviable , in compact but complex form in infographic "Leadership Portfolio" Charts below. Tips for extra complexity/challenge • No Homeworld Invasions are permitted until the 30 year mark and no use of sneaky fast troop transports. • Diplomacy may not be used to farm cash in any way (i.e. technology trading, selling stations/bases or sanctions/war). • Set less Ally races and more enemy Alliance races when you setup the game, playing in determined hostile environment with less ally cover adds alot of complexity and challenge. • Recovered ships must be retired • Debris field ships may not be recovered until they are within my territorial influence • Ship and Base Design is on Automatic almost always • Exploration ships must be on Automatic, no micro • Research is on Automatic (although there is a trick if anyone can pick it) • Cannot attack the Eruktah Refugees until they reveal themselves as the Shakturi
< Message edited by Azuran -- 10/3/2014 10:58:58 PM >
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