GenEngineer
Prince
- Joined
- Aug 24, 2014
- Messages
- 456
Hey Everyone!
After a regrettably long delay, I am pleased to announce that Version 1.0 of the Distinct Affinities Mod is ready for release!
The goal of this mod is to make it so that all of the affinities, Hybrid and Core, feel equally in depth and distinct on all levels of gameplay. While the dream is for this to eventually touch on everything ranging from buildings to units, from quests to victories, the current build only includes some of the buildings.
Currently Implemented:
Possible issues:
Plans for Future (immediate and long term):
Any and all feedback that you can provide (state of balance, state of flavor, ideas for hybrid affinity quests / buildings, etc...) would be much appreciated.
Special thanks to Ryika for assistance on writing a lot of the code that went into this mod, Galgus for providing some of the original ideas that will (hopefully) go into the affinities, and everyone who posted in the development topic for this mod and helped to shape what this mod is today.
Download version 1.0 of the Distinct Affinities Mod here
After a regrettably long delay, I am pleased to announce that Version 1.0 of the Distinct Affinities Mod is ready for release!
The goal of this mod is to make it so that all of the affinities, Hybrid and Core, feel equally in depth and distinct on all levels of gameplay. While the dream is for this to eventually touch on everything ranging from buildings to units, from quests to victories, the current build only includes some of the buildings.
Currently Implemented:
Spoiler :
Firstly, the upgraded unit names for the affinity units have been changed slightly - a Supremacy leaning Xeno-Swarm is now an Elder Xeno Swarm instead of Prime - serves to make it so that there is cleaner transition on the wheel of units. Harmony Buildings have all been updated to be more focused on using what the surroundings naturally give you - the Xeno Nursery, Xenofuel Plant, and Xeno Sanctuary all key off of worked nests to provide additional yields directly to global total, while the Biofactory, Growlab, and Microbial Mine enhance the yield of various basic resources (and in the case of the Microbial mine, even spawns one). Finally, the Molecular Forge no longer provides a flat 5 food, and instead yields 1 food for every worked miasma tile. Similarly, Purity buildings have been updated to key more off of terraforming and using strategic resources - the Mantle and Terra Vault halve the maintenance of improvements and provide free tiles to build them on respectively, while buildings like the Gene Garden and Bionics lab are changed to focus more on decreasing unhealth/providing food carry over instead of giving health. The Borehole now grants greatly increased yields to canyon tiles, while the Gaian Well increases the yield of Geothermal. The LEV Plant also makes Floatstone very valuable yields-wise. Finally, a suite of buildings for Harmony/Purity (hereafter Ascendancy) have been added - see the following post for more in depth details on them
Possible issues:
Spoiler :
Becasue of the way the Ascendancy buildings work, the PAU may be overpowered with them. For this reason, the AI currently can't build them, and I'd like some feedback before deciding to implement a counter if necessary and give them over to the AI. One of the possible promotions from an Ascendancy building might not be working (or my luck might just be off) - if someone could let me know when they see a 'Llama' promotion, it would be much appreciated. Finally, the Harmony buildings Help text may not read correctly - nearest I can tell, yields are granted as appropriate for having Worked nests, but it is unwilling to say that the building does that, and the yields aren't added to city, instead to the global total.
Plans for Future (immediate and long term):
Spoiler :
Supremacy buildings have for the most part been designed and coded - as soon as they are debugged and the last building changes made, they will be in a follow up update. After that, goal is to work on the other two hybrid affinities for a series of buildings, followed by updating units and quests. Once I have enough experience with the quests, will look into updating the victories to be more consistent with the new goals of the affinities.
Any and all feedback that you can provide (state of balance, state of flavor, ideas for hybrid affinity quests / buildings, etc...) would be much appreciated.
Special thanks to Ryika for assistance on writing a lot of the code that went into this mod, Galgus for providing some of the original ideas that will (hopefully) go into the affinities, and everyone who posted in the development topic for this mod and helped to shape what this mod is today.
Download version 1.0 of the Distinct Affinities Mod here