Enterprise Rebalance Mod Version 0.2 - Release and Playable.
Welcome to Enterprise Rebalance Mod, after a few weeks hard work and keeping things as low key as possible we're ready to release. Or will be before the end of the day no matter what. We have created a full and playable release of our mod, which includes the following key changes.
Features List V0.2
- Completely rebalanced buildings and economy system using production chains, efficiencies and strategic resources. With working AI
- Completely rebalanced ship components, and ship behaviours. Long distance combat is now the norm, and late game ships are dramatically more expensive. (Fleets start small, get big, and then get smaller again as the game progresses) With working AI
- Phase one rework of tech into a proper tier system, across five tiers and added in techs to go with our new buildings, and spaceport modules. With working AI
Upcoming Features
- Complete rework of the tech system including the addition of approximately another 500-600 techs. V0.3
- Rework of the Faction system
- Rework of the Ethos, Traits, and Goverments.
- More events, anomalies, crises and others.
Known bugs and issues.
Some stuff has derpy localisation that needs fixing, this is specifically relating to events that don't tie up properly with our new resource system. Any help finding/spotting these would be greatly appreciated.
Sol and Deneb systems - They 'work' but aren't amazing I wouldn't play in either of these start systems as I haven't managed to get around to fixing them 100% yet.
Fallen Empires - They have a bit of the derp at the moment.
Download Link.
V0.2 - Will edit in link before the end of the day - we are just tidying up some techs and making sure everything is 100% playable.
Please if you find any bugs or problems please post in the thread, and we can go and FIX IT.
Welcome to Enterprise Rebalance Mod, after a few weeks hard work and keeping things as low key as possible we're ready to release. Or will be before the end of the day no matter what. We have created a full and playable release of our mod, which includes the following key changes.
Features List V0.2
- Completely rebalanced buildings and economy system using production chains, efficiencies and strategic resources. With working AI
- Completely rebalanced ship components, and ship behaviours. Long distance combat is now the norm, and late game ships are dramatically more expensive. (Fleets start small, get big, and then get smaller again as the game progresses) With working AI
- Phase one rework of tech into a proper tier system, across five tiers and added in techs to go with our new buildings, and spaceport modules. With working AI
Upcoming Features
- Complete rework of the tech system including the addition of approximately another 500-600 techs. V0.3
- Rework of the Faction system
- Rework of the Ethos, Traits, and Goverments.
- More events, anomalies, crises and others.
Known bugs and issues.
Some stuff has derpy localisation that needs fixing, this is specifically relating to events that don't tie up properly with our new resource system. Any help finding/spotting these would be greatly appreciated.
Sol and Deneb systems - They 'work' but aren't amazing I wouldn't play in either of these start systems as I haven't managed to get around to fixing them 100% yet.
Fallen Empires - They have a bit of the derp at the moment.
Download Link.
V0.2 - Will edit in link before the end of the day - we are just tidying up some techs and making sure everything is 100% playable.
Complete Changelog v0.2
- Completely rebalanced buildings and economy system using production chains, efficiencies and strategic resources. With working AI
- Completely rebalanced ship components, and ship behaviours. Long distance combat is now the norm, and late game ships are dramatically more expensive. (Fleets start small, get big, and then get smaller again as the game progresses) With working AI
- Phase one rework of tech into a proper tier system, across five tiers and added in techs to go with our new buildings, and spaceport modules. With working AI
- Deposits and rarities tweaked to work with new system.
- Ship component costs increased late game, but decreased early game.
- All ship and station types now designable (you can upgrade your mining posts and frontier stations)
- Strike Craft fixed
- Ship behaviour in general fixed NO MORE HUGGING YO
- Buildings and modules cheaper early, more expensive late.
- Game length increased through some changes across the defines (too many too list)
- New icons for new resources including: Helium 3, Minerals, Prefab Modules, Fuels, Bio mass, Exotic Materials, Rare Materials.
- New icons for some techs but not for others.
- Completely rebalanced buildings and economy system using production chains, efficiencies and strategic resources. With working AI
- Completely rebalanced ship components, and ship behaviours. Long distance combat is now the norm, and late game ships are dramatically more expensive. (Fleets start small, get big, and then get smaller again as the game progresses) With working AI
- Phase one rework of tech into a proper tier system, across five tiers and added in techs to go with our new buildings, and spaceport modules. With working AI
- Deposits and rarities tweaked to work with new system.
- Ship component costs increased late game, but decreased early game.
- All ship and station types now designable (you can upgrade your mining posts and frontier stations)
- Strike Craft fixed
- Ship behaviour in general fixed NO MORE HUGGING YO
- Buildings and modules cheaper early, more expensive late.
- Game length increased through some changes across the defines (too many too list)
- New icons for new resources including: Helium 3, Minerals, Prefab Modules, Fuels, Bio mass, Exotic Materials, Rare Materials.
- New icons for some techs but not for others.
Please if you find any bugs or problems please post in the thread, and we can go and FIX IT.
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