cool!
1 small, but important error:
> combat.lbx = 150\COMBAT.LBX; # Added greyed WAIT button.
needs to be
> combat.lbx = 150\lbx\COMBAT.LBX; # Added greyed WAIT button.
otherwise the mod won't load.
...
What separates your mod from the others???
Or why should I consider playing it?
Thank you.
Rocco: Many thanks for picking out that error. Sorry I threw a copy of combat.lbx into that folder for it to launch on my PC. I have fixed it and so here is Depth Mod v5.01
Kwahraps, if I were to summarize this mod, I think the greatest features would be the following:
Accelerated Gameplay
-Smaller fleets (command points are 1 / 3 / 6 / 10 / 15 / 28) This makes tactical battles in the mid and late game much less tedious because fleets rarely get up to like 100 ships.
-Less planets overall if you use my map too. Makes empire management quicker unless you're super late game and using planet construction and/or terraforming.
-Somewhat accelerated gameplay in terms of number of galaxy map turns. Production is quicker.
-Enabled "melee" mode so you can retrofit multiple ships or build multiple transports/freighters and buildings in 1 turn. You should be producing Trade Goods most turns and stockpiling both money and production.
Balance
-More balanced improvement in the "space per command point" as you go up in ship size.
-Consitent ratios of equipment space to the strucutre/armor durability of the ship.
-More incentive to use some normal beams in some situations, heavy beams are +150% size.
-Significant maneuverability advantage for smaller ships late game. Contrary to Rocco's statement, there is some potential to be out-running missiles and torpedoes but it's not game breaking in most situations.
-Planets are a little harder to wipe out with bombardment. This makes invasions and ground combat a little more meaningful, as well as bio weapons and stellar converters.
-Beams are often harmless to planets with shields making bombs, torpedoes, and bio weapons more necessary. There is a deliberate exception for Heavy Death Rays at point blank, especially with HEF or Ordnance Leader Skill.
-Slightly rebalanced race customization. Also altered stock races to comply with this, and made sure every single race has a niche for people who enjoy "minmax" style & crazy Federations/Unifications.
-No housing, but populations grow faster. More balanced cloning center.
-Customized planetary population maxes and food outputs resulting in better balance of food techs and pollution techs. I wish I could make population eat 2 or 3 food instead of 1 for further improvement in the food area, but it's something.
-Slightly reduced incentive to build everything everywhere (No 5RP from a Research Lab or 5IND from Automated Factory for example, just the +1 / population bonuses)
-Highly customized (and in my opinion balanced) tech tree including several antaran techs. Spatial Compressor, Reflection Field, Damper Field and Death Ray are all in there.
-More balanced spy techs and ground combat techs.
-More durable fighters and missiles, you can actually have return flights and second launches of fighters in some battles.
-More reasonable balance of command point techs and warlord bonus because a basic star base ("space dock" in my mod) gives +2.
-Balanced stealth / detection on galaxy map. A little bit of immersive realism, you can't see ships coming at you faster than light with default starting techs.
-Occasionally there are situations where you actually don't want all your ships in 1 "ball of death" fleet. I wish I could improve this further.
-Artemis System Net is actually a bit scary even late game. It destroys ships outright, % chance to hit is equal to the command points.
-Stellar Converter is useful but not something you just spam all over your fleet.
-Taking the planet Orion does not break the game in terms of the tech rewards you get.
Other Fun Stuff
-More immersive ship names (though I warn you they're cheesy, except the Human naval ship names)
-Shields have been changed so they don't often reach a point where in combat they're showing full thickness after taking damage. I wish I could alter the number for full shield thickness to be shown instead.
-Ship sizes make more sense relative to the graphics if you consider them as 3D objects. (1 Doom Star is ~64 Frigates, takes 4x4 on combat map but imagine it's a sphere)
-Avenger has no Computer but uses Maulers and Special Weapons so it doesn't matter. Theme-cute

-A few of the space monsters have a shield.
Confessions
-Battle Pods are still pretty awesome despite a massive nerf. It gives just +10% Space and increases cost a fair bit.
-Tractor Beam has been placed with Neutron Blaster to try to prevent the deadly combination of those two, but it still happens with tech trading, spying, or tech gains through conquest. It's also sometimes a key tech in the late game.
-Armor techs are usually still pretty awesome.
-Leaders that enhance ground combat ratings are kind of broken (overpowered) because the multiplier cannot be changed.
-Leaders are often too easy to hire and pay their maintenance cost.
-I wish transports would carry 1 armor/battleoid unit and 3 infantry instead of just 4 infantry and then I wouldn't be forced to make battleoids an early tech, armor and battleoids could be more powerful in such a scenario.