WAW Version 6, Hotfix 3 uploaded to Steam!
Change Notes:
This version makes a lot of changes, but also adds some new content as well. Specific attention was paid to adding more “internally consistent logic” to the units, buildings, etc. So many things have moved around the Tech Tree. Hopefully this change list will help players adjust to all the changes.
And with so many changes, I’m certain there are many things I missed. Please let me know as soon as you see something broken. I’m expecting a few hotfixes, so a few more bug reports, ideas, suggestions, are greatly appreciated!
Sman1975
*****************************************************************************
New Buildings:
- Skunk Works @Lasers, make all Stealth unit require it. Requires Research Lab, Oil, Aluminum. Adds +2 Science, and +1 Science on nearby Aluminum and Uranium. Units that require the Skunk Works: Reconnaissance Jet, Stealth Bomber, Stealth Fighter, NextGen Stealth Bomber, Stealth Attack Drone
New Units:
- Created a new Combat Role called Robot Infantry. Nerfed the Robot Infantry to be the first unit in that Role. Added 2 other units to follow-on from the Robot Infantry unit: Cryon Legionaries and Xeno Guardians
- Ballistic Missile: @Rocketry, Range = 12, Strength = 125, Cost = 175, requires 1 Oil. Evasion 1 & Bombardment 1 Promotion. Replaced by Superheavy ICBM @AI. Requires Armaments Plant
- Cruise Missile: Replaces Guided Missile @ Nanotech, replaced by Plasma Missile
@plasma Propulsion, Range = 12, Strength = 125, Cost = 175. Evasion 2 Promotion
- Drone Carrier (UAV, similar to Reaper Drone), a unit that carries large numbers of missiles (x6) that act as suicide drones. It appears at The Internet and does not become obsolete
- Hypersonic Missile: @AI, replaced by Plasma Missile. Divine Wind & Evasion 2 Promotions, Range = 11, Strength = 140, Cost = 225. Requires Armaments Plant
- Littoral Combat Ship – removing the Arsenal Ship in the process. LCS is a naval melee ship appearing at Mobile Tactics. It is very fast in coastal waters, like the Ironclad. Becomes obsolete at the discovery of Superconductors. Upgrades to the Laser Destroyer and carries 2 missiles.
- Stealth Attack Drone. It appears at Artificial Intelligence, with the Nightstalker Drone moving to Neural Interface.
Building Changes:
- Art Gallery prereq tech is now Television (previously Supply Chain Management)
- Casino prereq tech is now Television (previously Supply Chain Management)
- Matter Manipulation Factory now produces 1 Transparent Aluminum, but costs more to build (4200 basic Hammers, 3800 previously)
- Munitions Factory now requires a Steel Mill in the city (Previously a Factory was required). The prereq tech is now Replaceable Parts (previously Assembly Line)
- Particle Accelerator prereq tech is now Particle Physics (previously Plasma Propulsion)
- Nature Preserve cost lowered from 750 Hammers (basic cost) to 450
- Titanium Foundry prereq tech is Lasers (previously Supersonic Flight)
- Transparent Aluminum Mills now cost more to build (3750 v 3000) and maintain(5 v 2), create more unhappiness(3 v 1), requires 4 Aluminum , but produce 2 units of Transparent Aluminum
- Weapons Factory prereq tech is now Assembly Line (previously Motorized Logistics)
Wonder Changes:
- Air Force Academy now requires Advanced Flight (previously Radar)
- CDC (Center for Disease Control) prereq tech is now Globalization (previously Biotechnology)
- Great Firewall prereq tech is now the Internet (previously Computers)
- Hoover Dam now requires an Electric Grid in all cities
Unit Changes:
- Advanced Mechanized Infantry strength has been raised from 90 to 100
- Advanced Modern Armor strength has been raised from 105 to 110. It now requires an Armaments Plant in the city (previously didn’t require any buildings)
- Advanced Rocket Artillery has been renamed to Thermobaric Rocket Artillery
- Anti-Tank Gun prereq tech is now Mechanization (previously Combined Arms)
- Anti-Tank Missile prereq tech is now Mobile Tactics (previously Manned Spaceflight)
- Apocalypse Robot requires a Robotics Factory in the city (previously Adv. Warfare Center). Combat Strength raised from 150 to 160
- Artillery now upgrades into Self-Propelled Artillery (previously Rocket Launcher)
- Automaton unit deleted, as this has been expanded into the new Robotic Infantry Combat Role
- Battlesuit Infantry has a new, better looking unit model
- Bazooka prereq tech is now Full Spec Warfare (previously Materials Science), combat strength lowered from 85 to 70, ranged combat strength lowered from 85 to 75
- Biodrone Swarm can now carry 3 Missiles of any type (previously 4)
- Biotrooper prereq tech is now Genetic Biomodification (previously Hyperstructures ). Also receives the Amphibious Promotion
- Blackops now requires Globalization (previously Artificial Intelligence). Combat strength has increased from 85 to 90
- Bomber now requires the Bomber Factory in the city
- CAS Fighter prereq tech is now Photonic Integrated Circuits (previously Computers). Now requires a Fighter Factory in the city. Promotions adjusted. Previously it had none (an obvious error). It now has +50% damage v Armor units, and 33% damage v Land units. Repairs damage every turn. Earns XP at 25% the normal rate
- Cruiser requires the shipyard in the city (previously Seaport)
- Cybersub prereq tech is now Cybernetics (previously Energy Weapons)
- Destroyer Escort requires the shipyard in the city (previously Seaport)
- Dive Bomber now requires the Bomber Factory in the city.
- Carrier prereq tech is now Advanced Flight (previously Mechanization)
- Fleet Carrier requires the Surface Warship Dockyard in the city (previously Shipyard)
- Fighter Mk II and Fighter Mk III now requires the Fighter Factory in the city
- Guided Missile upgrades to Cruise Missile @Nanotech
- Heavy Bomber now has a range of 15 (previously 11)
- Heavy Destroyer requires the Surface Warship Dockyard in the city (previously Shipyard)
- Infantry combat strength lowered from 70 to 60
- Laser Armor combat strength raised from 115 to 120. It now no longer becomes obsolete, and requires a Weapons Factory (previously Advanced Warfare Facility)
- Laser SAM has an improved model, and its animations are fixed
- Marine now upgrades to Special Forces (previously PowerArmor Infantry)
- MLRS ranged strength has been raised from 65 to 70. Now upgrades into Rocket Artillery (previously Self-Propelled Artillery)
- Modern Armor now becomes obsolete a Superconductors (previously Particle Physics)
- Mother of All Bombs (MOAB) prereq tech is now Advanced Ballistics (previously Television). Build limit increased from 8 to 12
- Next Gen Stealth Bomber prereq tech is now Digital Revolution (previously Superconductors)
- Nightstalker Drone can now carry 1 Missile of any type. It Drone now has 3 members when fully healed
- Nuclear Cruise Missile prereq tech is now Nanotechnology (previously Digital Revolution). Its combat strength has been reduced from 500 to 175, and cost lowered from 700 to 325 Hammers (basic cost)
- Nuclear Missile and the Superheavy ICBM use same model, so are the same size. The Nuclear Missile is now smaller, to differentiate them on the map
- Nuclear Submarine prereq tech is now Robotics (previously Manned Spaceflight). Name changed to “Nuclear Attack Submarine”
- Paratrooper now requires the military academy in the city
- Pikeman now upgrades to the Musketman when awarded an upgrade by a Goody Hut
- Predator UAV prereq tech is now Robotics (previously Composite Materials)
- Railgun Armor combat strength raised from 125 to 130
- Railgun Destroyer now correctly upgrades to Plasma Destroyer
- Reconnaissance Jet now requires a Fighter Factory in the city. It no longer upgrades to the Nightstalker Drone, and does not become obsolete
- Rocket Launcher now upgrades to MLRS (previously the Rocket Artillery
- Self-Propelled Artillery no longer obsoletes. It remains in the game until the end
- Skybase now have the Indirect Fire, Move after Attack, and Armor Plating 1-3 Promotions when built, and a build limit of 3 per player (previously unlimited). Also added a “prop wash” to the vehicle to better show it’s flying. It can now be built in a city with the Skybase Port. The cost is 4000 Hammers (basic), and the gold per turn maintenance has doubled from 25 to 50. Combat Range has increased from 3 to 7, and the movement has increased from 4 to 9. It no longer requires Transparent Aluminum. It now requires 5 Aluminum, 2 Iron, and 1 Uranium. Combat Strength raised from 150 to 250, which should make it more survivable. Its ranged strength remains at 100
- Skystrike Fighter prereq tech is now Gravity shielding (previously Atomic Manipulation)
- Special Forces and BlackOps Units now receive the similar Promotions to the Marine Unit (Receives no combat penalty for attacking from the sea or over a river, defends at double strength, and has extra sight when embarked. These Units also have had +50 added to all “flavors”
- Special Forces now requires a Military Academy in the city
- Strategic Bomber range increased from 17 to 18
- Supercarrier cost raised from 600 to 1000 Hammers. Maintenance costs raised from 10 to 20 Gold per turn. Requires 1 Uranium, 2 Aluminum and 2 Iron. Can now carry only 6 air units (previously 8)
- Tank now requires the Armaments Plant in the city
- V1 Rocket now has a ranged strength of 75 (previously 30) and obsoletes at Rocketry (previously Jet Engines). Now requires an Armaments Plant in the city
- V2 Rocket now has a ranged strength of 150 (previously 60). Now upgrades to the Ballistic Missile @ Rocketry
- Venetian Merchant now remains a Venetian Merchant when captured
- Wild Weasel now requires a Fighter Factory in the city
- Build limits on WMDs have been raise. Doomsday Device = 3, the rest = 5
- These units now require the Weapons Factory to build: Landship, Tank, Laser Armor, Rocket Launcher, Rocket Artillery, Thermobaric (formerly Advanced) Rocket Artillery, Laser Artillery, Helicopter Gunship, Attack Helicopter, CAS Helicopter, Tracked SAM, Laser SAM
- Adjusted Promotions on the new Humanoid Infantry Combat Role. All four units in the Humanoid Infantry Combat Role receive the “move on enemy roads” promotion. This is the only Promotion the first unit in this class (Power Armor Infantry) receives. The second unit, the Battlesuit Infantry also the normal Paradop Promotion (9 tiles), so it requires Oil.
Map Changes:
- Lowered the amount of Aluminum, Oil, and Uranium that appears on the map
- WAW will now clean WMD damage more often for AI civs
General Changes:
- Science bonuses from Research Agreements have been lowered by about one-third
- Great Scientist “Discover Technology” bonus has been reduced 25%
- Future War Technologies require more Beakers, with the earlier Techs more expensive then slowly tapering lower
- Fixed the problem with unearned free promotions for late model units. The LUA script didn’t work as designed. Instead added a promotion that reduces XP gained by 75% and awarded it to those late-game units that need to earn XP slower (usually since they’re already heavily capable)
- The Global Utopia Project no longer awards a free social policy. It now awards +25 Culture per turn for the 1st place finisher (previously 5), and +10 Culture for 2nd place (previously2), and +5 Culture for 3rd place (previously 1)
Bug Fixes:
- The new Projects that award a free policy opened the Policy UI. If all policies have already been awarded in late game and player usually has a LOT of Culture available, the game will not be able to end the turn. So, now when a player has discovered all policies in the game, the amount of Culture earned every turn is half converted to Faith, and half to Gold
- Apocalypse fighter now costs 1250 Hammers (basic cost), instead of 1
- Fixed the Orbital Bomber Help text key
- Fixed the Solal Flare Strategy text key – the required building is WMD Laboratory, not the Research Lab
- Fixed a bug in the Advanced Living “Futuristic Centers.” They were not properly adding Yields when the corresponding Technology was re-discovered. They now deliver the proper adjustments when repeatable end-game techs are discovered
- Nuclear Missile “Strategy” text key shows the range of the missile as 12, when WAW raises it to 16. Key now reads the correct amount