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TEC tweak mod

 
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apricotslice
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Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Tue Jul 29, 2008 5:56 pm    Post subject: TEC tweak mod Reply with quote

I'm in the process of building a TEC tweak mod.

The reasoning is that TEC is primarily concerned with holding the line against Vasari and Advent encroachments, particularly since both are aggressive enemies.

Consequently, a number of aspects of the TEC 'balance' just dont fit with who they are and what they are about.

So, the object of the mod is to unbalance the game a bit, especially for players playing very large games, where towards the middle, you can suddenly find yourself with multiple enemies with huge armada's and not enough fleet to defend yourself properly.

So......

Max capital ships in the last upgrade increased to 35.
Max fleet in the last upgrade increased to 5000.
Gauss gun range improved dramatically, and now hits harder.
Hanger defence now flys 3 squadrons.
Jump blocker range increased.
Repair orbital repair range increased, antimatter restore rate increased and hull restore rate increased.
Orbital Refinery increased ships to 15.
Orbital Trade increased to 10 ships.
Tactical slots increased for each upgrade.
Autocannon damage increased for each upgrade.
Beam damage increased for each upgrade.
Missile damage increased for each upgrade.
Beam range increased for each upgrade.
Gauss range increased for each upgrade.
Missile range increased for each upgrade.
Carrier Cruiser increased to 2 squadrons.
Heavy Cruiser given some extra hitting power.
Sova Carrier starts with 4 squadrons, and increases faster.

Notes and Warnings :

The increase in trade and refinery ships is justified purely on the TEC being a "trader" coalition. As traders, they should be better at it than the other races. Hence double the number of trade ships and 50% more refinery ships.

The increase in trade ships alone can affect screen lag. Especially if you are using multiple trade and refineries on most planets. So be careful in how many you place. While I would like to put more ships again, my first test increased the trading fleets so badly that lag reduced the game to a major pain.

The increase in squadrons can also affect screen lag, particularly in large battles. So be careful how many hangers and cruiser carriers you have around any 1 planet.

I'm still playing with this so its not ready for release yet. And its being done on version 1.05 at this point. Once complete and ready to be put out there, I'll ask for comments on version to do it for.

Ongoing tweaking :

The Gauss cannon now covers the whole gravity well, which means that any ship jumping in can be fired upon as long as its not on the other side of the planet. So 1 gauss cannon covering the jump in area of the enemy, will take care of a scout ship on its own. And that is how it should be. They are orbital fixed defenses, not pop guns ! Downside is the pirates get part of these as well, so if you select most planets occupied by pirates, your going to have a defenses issue when you hit them. Sorry about that ! Smile

The jump inhibitor also covers the whole gravity well, as does the repair area.

I've seriously increased the power of the heavy cruiser, and its range. Its a strike vessel with speed and needs to hit fast and hard. I prefer it to be kick arse ! 10 of these should be a force that only squadrons, capital ships or seriously outnumbered should give them any problem. Downside is the pirates get it as well, but they never seem to have more than 3 of them.

I've seriously increased the range and firepower of the Capital ships as well. It makes no sense to have capital ships firing main guns and making less than 50 damage. Capital ship main guns fired at a frigate should pretty well take it out with 1 hit !
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apricotslice
X3 Guide Guru


Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Thu Aug 21, 2008 12:19 pm    Post subject: Reply with quote

Ongoing changes :

Pirates and Militia all use Pirate versions now, not TECH.

The Gauss Gun is now a separate TECH version, so everyone else uses the standard one.

Seriously upped the speed in hyperspace.

Carrier starts with 6 squadrons.

All cap ships can be researched up to level 10. If you have got the money and they are not fighting, they should be training !

Colonising now takes place from anywhere in the Gravity Well. Likewise resource capture.

Taxation reduced to a maximum of 40%. No human population will stand for taxation of 75% ! The unrest this would cause would require all the military just to control your population, with none left to fight the enemy.

Scouts, Colony Frigate, Builders, Trade and Refinery ships all have much better shielding and hull, and move a lot lot faster. Scouts in particular can now survive all but a major fleet and really get some serious scouting done.

All ships speed upped to 750.

Number of capital ships per research modded slightly upwards.

Still working on the phase gate, but having trouble getting the research to work.

Capital ship culture pushback increased.
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CLICK HERE for : X3 Handbook; Guides; X3TC Apricot Mapping Service (Gunbus) Mod v1; X3TC Scripts; X3 Mods & Scripts.

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