A More Dangerous Universe Mod

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Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

This is my first mod released to the community, and one of the largest mods I have created. It does what the name says, beefing up various ships, stations and items to make your journey toward the core more difficult and hazardous, it also adds one new sovereign called the renegade commonwealth, which is a group of people that broke off from the commonwealth for varying reasons and are now fighting against them (sort of like a early game rogue fleet).

Besides ship and station modifications I have changed some encounter tables to have more ships, ships like the corsair, hornet and zulu now come in larger numbers and if your not careful you might find yourself getting "wolfpacked" by these ships. This mod was created in version 1.2a1 and so should be compatible with most versions of transcendence, any other mod that overwrites large amounts of ships/stations most likely will not be compatible with this mod.

Note: For those that viewed my post in the "question about the penitents" topic I have added that mod to this one.

Some of the changes in AMDU

Corsair: FireRateAdj reduced from 40 to 35, now has light titanium plate doubling its endurance.

Viking: FireRateAdj reduced from 50 to 45.

Hornet: FireRateAdj reduced from 30 to 25.

EAS: FireRateAdj reduced from 40 to 30, has a chance to generate with a dual laser cannon.

Oromo: Now has some weapon variety, has a chance to generate with a dual recoilless cannon or a partisan cannon.

Phobos: Main cannon now fires in an arc. (I'm joking!, phobies are deadly enough as it is! :mrgreen: )

Rogue fleet settlements now have a small chance to generate a britannia gunship.

The iocrym have one new deadly new weapon, the quantumsphere disintegrator (hope I got all that right) orbs have double the hitpoints now and do nearly twice the damage.

Kiloton cannons now have a radius fragment.

There is more that has been changed, but I don't want to spoil the entire mod!

EDIT: Fixed a error in the renegade encounters section that caused the entire mod not to work, the mod will work now, though you will have to re download it.
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

Version 2 is out, it includes more overwritten stations and changes to some content already in the mod, I removed radiation flenser cannons because it was too easy to contaminate targets with it. Also the quantumsphere disintegrator shells have even more hitpoints and top speed now, an autocannon wont ensure your safe from them anymore!

Changes in v2.

Centauri raiders fire there weapons almost twice as fast now.

Renegade bases no longer drop terrorism plans 100% of the time, there quite rare now.

Added more renegade commonwealth encounters to the RC encounter table.

Gave dwarg masters a second xiphon cannon.

Ranx dreads fire there weapons a little faster now, also gave them more kiloton shells.

Dwarg colony/gathering satellites are now part of the mod, and fire weapons slightly faster.

Corsairs and hornets fire there weapons faster now.

Hammerheads are now part of the mod, and fire there weapons a little faster.

Charon frigates and the kronosaurus are now shielded and have 1 more turbolaser, which is forward firing.

Tripoli destroyers have 1 more turbolaser, which is forward firing.

Extended the range of the new iocrym weapon, and increased the speed of each projectile.

ICS will now recharge its shield back to 100% when it first drops, but cant recharge it again until the timer runs out.

Added a new convoy encounter to the ares encounter table, you now have a chance to encounter a large convoy of 3-4 polar freighters and a miniture fleet of escorts.

Ares outpost and communes have more health now, ares shipyards now have a group of sandstorms that patrol a little farther away then others.

EDIT: Re uploaded the mod on xelerus, added more sandstorms to the sandstorm mini fleet of DOOM encounter, added the corsair mini fleet of DOOM encounter, most high level enemy stations can now repair there docked ships.
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

Re uploaded the mod on xelerus, all vanilla explosions have been overridden to be more deadly and added the ares lightning beam, which will occasionally be used by sandstorms and always by chasms. The penitents have been beefed up some more and hornets and sandstorms come in larger packs.
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

AMDU has been updated again, this time a decent amount of stuff has been added.

Don't scroll down if you want to find out by yourself.












Added ranx helix cannon.

Balanced out ares lightning beam and gave it its own sound.

Tripoli destroyers, charon frigates and the kronosaurus will now actually use there fifth turbolaser given the chance.

Tripoli destroyers and marauder raid platforms both have had there fire rates lowered.

Kiloton cannon shells no longer do laughable amounts of damage when they don't explode.

Ranx gunships now come in larger packs, occasionally use helix cannons and have had there speed restored. (by this i mean the speed they had pre RC1).

Ranx dreadnoughts now have a trio of helix cannons.

Ranx fortresses are more heavily armed now and repair themselves faster.

Ranx fortresses and ares shipyards will both summon there own bounty hunters when destroyed, they will NOT continuously pester you like syndicate bounty hunters, but are well armed and armoured.

Ranx Fortresses now use the "cheat" coding that sapien compounds use to give themselves unlimited missiles, or kiloton cannon shells in this case.

Sandstorms are faster now.

Deimoses(?) also use lightning beams and are faster now.

EDIT: Also added a screenshot to the mod.
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digdug
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This is becoming a very interesting mod ! :)
CYRUS KGABO
Militia Lieutenant
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Location: Franscistown,Botswana

Um downloading this mod like now nd um starting a new game.nice work Deltax
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

digdug wrote:This is becoming a very interesting mod ! :)
It just got more interesting!
CYRUS KGABO wrote:Um downloading this mod like now nd um starting a new game.nice work Deltax
Ok. Tell me if anything seems too weak or too powerful.



AMDU has been updated again on xelerus, information on what has been added/changed below.










Added sung EMP system.

Added point defense chaingun turret.

Added 2 new missiles for the NAMI missile launcher.

Drake missileships, charon frigates, the kronosaurus, tripoli destroyers and atonement gunships all have a chance of using the new missiles.

Added cydonian light shields.

Added urak medium armor.

Added herceles nuke launcher.

Added herceles nuke.

Nerfed ares lightning beam some more.

Added rogue wolfen gunship.

Added rogue fleet turret.(slightly weaker version of commonwealth turrets)

Added urak heavy sentinel.

All urak stations have more endurance, but also give better loot.

The urak warlords now have there own random encounters.

The dragon slaver has a larger death explosion.(bosses should go out with an epic BOOM.)

Aquila cruisers will call for reinforcements when there shields drop.

CSC Antarctica will now use herceles nukes on either you or the aquila cruisers.

The CSC Antarctica vs aquila fleet battle feels more like a battle now.

Sandstorms and tundra gunships both have had there firerates lowered.

Scarab freighter's now have a second slam cannon, are shielded and will slowly repair damage, I only did this so they don't get mauled by the stronger sandstorms on CSC missions.

The marauders come in larger numbers on militia missions.

Viking and viking-II gunships both now have 4 segments of armor instead of 2, viking-II's now have a missile launcher.

Rogue wolfen gunships will appear in some CSC missions.

Heliotropes are now part of the mod.

Meth enforcers are stronger.

Gaian processors can now repair themselves.

Bennin xenophobes are now part of the mod. (Xeno worldship and ark only)

Updated screenshot since the previous one was pretty lame.
Bruno
Commonwealth Pilot
Commonwealth Pilot
Posts: 66
Joined: Tue Oct 02, 2012 10:49 am

This looks good and I am going to try it out!

I wonder, is there any particular mods you recommend to use together with this one, that keep the difficulty level reasonably high as well as enhance the playing experience?
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

WE5 and dynamic systems, for sure. Speaking of dynamic systems, I recently uploaded a version of AMDU that is compatible with it, for maximum challenge!
FourFire
Militia Captain
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Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

Wow look what you've been doing while I've been away!
I havn't tested this yet but it looks awesome.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

AMDU has been updated again on xelerus, I focused on balancing out certain ships/weapons but also added a couple new things.

Nerfed sung EMP system.

Nerfed point defense chaingun turret, it was too effective at stopping missiles.

Ranx dreads no longer have helix cannons.

Buffed ranx helix cannon.

The sunflare cannon has its own sound and hit effect now, it has also been buffed substantially.

Heliotrope gunships have there own weapon now.

Heliotrope destroyers have been super buffed.

Viking-II's properly use there missile launchers now.

Marauder raid platforms will summon squads of viking-II's when there shields drop.

The outlaw miners never did pose much threat to players, they are pretty much giving you free loot after st katharines, so I added 5 new enemies that will defend there mines throughout the game.

Added combat mining laser.

Added attack auton.

Added assault auton.

Added bomber auton.

Added stealth auton.

Added borer-III gunship.

Changed outlaw miner encounters.

Nerfed commonwealth repair crew.

Repentant gunships properly use there missile launchers now.

I scrapped the original idea for terrorism plans, they are now just high priced illegal commodities.

Link to the mod. --> http://xelerus.de/index.php?s=mod&id=1257
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

The beta releases of transcendence have changed a lot in the game, many capital ships have had there firing rates slowed drastically but also have a lot more endurance due to the new compartment system... several other ships/stations have been buffed/nerfed as well, requiring a balance overhaul to ensure no ship in this mod is too strong or too weak.

AMDU has been updated again, this version is for the latest releases of transcendence and will not work with older releases due to absence of certain items and/or features.
  • Borer mining ships are now almost as large as 12 segment ships in terms of length/width, so they now have 6 segments of armor, thinking about increasing it to 8.
  • Viking class gunship have been removed from the mod, due to vanilla difficulty being increased drastically.
  • The firing rate of Drake missileships, charon frigates and tripoli destroyers have been changed from 50/50/40 to 40/40/30 respectively.
  • Buffed all charon pirate stations, excluding special variations that spawn in the charon system.
  • Nerfed sunflare cannon, also changed the color of its hit effect to match the projectiles. Removed solar pulse cannon.
  • Buffed all urak stations, buffed urak destroyer, nerfed medium urak armor slightly.
  • Marauder raid platforms summon corsairs instead of viking-II's.
  • Penitent ships/stations has been buffed again.
  • Wind slavers fire there weapons nearly at full speed now, balanced out by the fact that they only have 1 segment of armor(in vanilla).
  • Changed dwarg behemoth cannon, buffed dwarg holochroal armor, buffed dwarg behemoth.
  • Missile variant kobol gunships now carry more missiles, they also have a 35% chance of generating with a NAMI launcher with xm900's.
  • Ranx dreads have been removed from the mod, due to vanilla difficulty being increased substantially.
  • Xenophobe defender and worldship firing rates changed from 40/40 to 30/30, respectively.
  • Ares sentry's have been removed from the mod, due to vanilla difficulty being increased drastically, deimos destroyers also removed for the same reason. Phobies no longer send out interceptors on shields down, because they can kick enough arse on there own anyway. (and can now keep kicking longer thanks to there compartment hitpoints)
Link to the mod. --> http://xelerus.de/index.php?s=mod&id=1257
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digdug
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Xenophobe defender and worldship firing rates changed from 40/40 to 30/30, respectively.
:shock:
that's a more dangerous universe for sure :D
Deltax
Commonwealth Pilot
Commonwealth Pilot
Posts: 81
Joined: Tue Nov 01, 2011 9:58 pm

Sorry I haven't updated this in a while (by a while I mean over a year) :P but I finally got round to it, so, the changes/additions? Listed below. (Don't look if you want to find out yourself.) 8-)
  • Fiona's freighter has been buffed, as the normal EI7000 in benedict's final mission got consistently destroyed by AMDU's buffed penitents despite the players aid.
  • All ships/weapons now use 1.3 thruster and weapon effects, many ships now have a variety of weapons/shields they can generate with.
  • Buffed NAMI missiles, herceles nukes, helix cannons and all tev 9 variants, removed sung disruptor system and added dual lightning and helix cannons.
  • All pirate and marauder capital ships slowly repair themselves via on board crews, marauder raid platforms now have internal HP but no longer summon endless reinforcements, buffed viking-II's and added elite corsair gunships to protect the kronosaurus and charon fortress.
  • Outlaw, rogue and commonwealth turrets have more health, fire faster, can repair themselves and have ICX missile turrets, wind slavers have shields.
  • Penitents have been buffed (again), and the penitent cannon and HARASS power now do hefty amounts of shield damage and can also coat ships in acid, which continues to damage them for a period of time.
  • Ferian miners and warriors fire there weapons faster, ferian warriors and zoanthrope behemoths have internal HP and dwarg masters have 6 armor segments, buffed dwarg stations. Zoanthrope raiders now have the tags "noFriendlyFire" and "noFriendlyTarget", this makes zoanthrope swarms more dangerous, but also fixes the "zoanthropes gun die" issue where there constantly flying into your fire as wingmen.
  • Ares and ranx stations have received a large health boost, gaian processors have internal HP, repair themselves faster and are on friendly terms with ringers and neutral towards the fleet.
  • CSC antarctica's centurion wings can no longer be targeted by her, as her nukes were often accidentally wiping them out, buffed the aquila cruisers to ensure that CSC antarctica can't win without the players help.
  • Removed the iocrym plasma beam but replaced it with the biofractre cannon/turret, the iocrym command ship no longer restores its shields to 100% when it deploys its sentinels. Iocrym sentinels are now 50% faster and have a chance to generate with biofractre cannons, extended the reach of fracture and avalanche cannons and gave them a "melting" effect that damages ships for a short time, ferian plasma torch's and cannons also have this effect.
Link to the mod. --> http://xelerus.de/index.php?s=mod&id=1257

Balance suggestions welcome!
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