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Proportions Mod v1.1 Updated for SE5 [ Digg ] Posted on Sunday, August 31st @ 5:12 pm GMT (430 reads) |
Heber Magalhaes has released a new version 1.1 of his SE5 Proportions Mod.
Changelog:
-(Fixed) Small cluster bombs shouldnt be available to troops
-(Fixed) Crystaline Utility Base was one level lower than it should
-(Fixed) Crystalline crew/life support requirements were different from regular hulls.
-(Added) Crystalline hulls needed damage reduction to compensate for doubled tonnage not working
-(Changed) Eliminated cost increase in Space Yard facilities
-(Changed) Reduced cost of Space Yard facilities
-(Changed) Scale supply/ordnance usage/storage up to allow for proportionally smaller numbers
-(Changed) Increase Neural Combat Net experience to 50%
-(Changed) Increase cost for Biology tech
-(Changed) Decrease the cost per level for the Computer Pilot Component
-(Changed) Decrease percentage of Fighter Lanching components required on Carrier Hulls
-(Fixed) See damage type of plague bombs
-(Changed) Decrease ability for Security/Boarding Squad.
-(Changed) Fix crew/life support requirements for Carrier hulls
-(Added) Include description for Space Yards cargo ability
-(Changed) Completely changed the engine dynamics
-(Changed) Colony Modules now require supplies to work
-(Changed) Increased cost for Biology, Physics and Theoric tech
areas
-(Changed) Eliminated increase in Tonnage resistance from all components except from Armor.
-(Changed) Eliminated increase in Tonnage resistance from all Facilities.
-(Changed) Added Increased Population Amount ability yo all cultural facilities. Colonies should grow much faster once the first settlement if built.
-(Changed) Removed increased cost per level from all components. Colony modules still have cost decrease per level.
-(Changed) Tweaked various component cost.
-(Added) Included Ekolis'' Random Research and SJ''s homeworld
script, setting all homeworld conditions to optimal at turn 1. |
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