UltraDB v28.3 1/20/18 - New Unit (VX), Balance, SY/VO Tweak

UltraDB v28.3 1/20/18 - New Unit (VX), Balance, SY/VO Tweak

Postby Oblivion » Thu Dec 14, 2017 8:15 am

"UltraDB.zip" can be downloaded at:

http://www.ultradbsite.com/EDEE/

(Check the installation instructions file "UltraDB_Installation.txt" in the
"docs" directory for information on how to install UltraDB)

(UltraDB is intended to be used with Patch 4.012+)
(http://www.killerbeesoftware.com/kbsgames/patches/)
(You can use "UltraDBSmall.zip" if you don't want the extra sounds)

***************
***************
** Working on UltraDB has been a labor of love over many years.
** If you've enjoyed playing games of EDEE using the UltraDB mod
** please consider making a $5 donation electronically via Pay Pal
**
** at: https://www.paypal.com/myaccount/transfer/send
** to: empireaddict@hotmail.com
**
** Your support is appreciated and happy gaming!
***************
***************

THE UNIT DOCUMENTATION IS NOT UP TO DATE AND IS INCOMPLETE

ULTRADB IS INTENDED TO BE PLAYED WITH EACH HUMAN PLAYER STARTING WITH AT LEAST 3 CITIES AND 15+ BUY POINTS FOR PURCHASING A STARTING ARMY.

THERE IS NO NEED TO JACK UP UNIT BUILD SPEED IF YOU START WITH THESE SETTINGS. DO NOT SET THE UNIT PRODUCTION HANDICAP LESS THAN 85 UNDER ANY CIRCUMSTANCES.

IF YOU DON'T WANT TO PLAY WITH AT LEAST THESE SETTINGS, DON'T PLAY ULTRADB.



<<< 01/20/2018 >>>
UltraDB v28.3


<<< General >>>

- Destroyer(DD), Light Cruiser(CL), and Heavy Cruiser(CR) can now directly carry Sonar Buoys(SY) and can thus pick them up. Must still use a Sea Helicopter(SH) flying off the ship in order to drop Sonar Buoys into the water.


<<< Balance >>>

Half-Track: Deployed(KW):
- can no longer launch Anti-Orbital Missiles


<<< Fix >>>

- Half-Track(TW/KW) can no longer directly carry Anti-Orbital Missiles(VO). (They can still carry VO in a Missile Carriage: Small(QS))
(This is actually pretty serious because in previous version of Ultra it was possible for TW/KW to drop VO they're carrying into open terrain. I have not defined any defensive combat odds for VO, thus once dropped into open terrain they could be used as impregnable "walls" to block squares. Now nothing else that can directly carry VO can drop them.)



<<< 01/15/2018 >>>
UltraDB v28.2


<<< Balance Changes >>>

The General(GE):
+ mortar attack odds increased by +5%

Marines(MA/DM):
- mortar attack odds are no longer +5% compared to regular infantry
- can no longer carry AA Batteries

Dug In Infantry (DL, DN, DP, DI, DT, DM):
+ mortar attack increased by +5%

APC(AP), Amphibious PC(UP), MLRS(ML), Mechanized Artillery(ZY), Gunboats(GB):
+ given total immunity to infantry mortar attacks
+ defense odds vs heavy mortar attacks(GB, FC) improved by +10%
(if it's a mechanized unit and it has 3+ hit points, it can't be hurt by infantry mortar attacks)

Attack Helicopter(AH), Sea Helicopter(SH), Sea Helicopter: Deployed(KE):
+ move speed increased by +1

Helicopter(HE):
+ turns aloft increased by +1

VTOL Fighter(FV):
+ turns aloft increased by +1
- move speed lowered by -1
(FV are too good at too many things and need to be more differentiated from other fighter aircraft)


<<< Forgot to Mention >>>

"Rocket Attack" odds (FV, FB, HE, AH):
+ increased by +10%
(This change was done in v28.0)



<<< 12/16/2017 >>>
UltraDB v28.1


<<< Fix >>>

* Made it so Cities and Forts cannot directly carry Advanced Anti-Air Missiles(VX).
(Cities and Forts can both carry Missile Carriage: Heavy(QH) and Missile Carriage: Universal(QU) which can both carry the VX thus allowing Cities and Forts to still make use of the VX. This is necessary to prevent VX from being able to land in Cities or Forts like airplanes after being launched.)




<<< 12/14/2017 >>>
UltraDB v28.0


<<< New Unit >>>

Advanced Anti-Aircraft Missile(VX):
* Build time of 12/10 in Heavy Missile Factory
* Air level unit with speed 12, turns aloft 1, size 1, damage 2, air sight radius 2 (1 vs 1/2 stealth and full stealth)
* Carried by Missile Carriage: Heavy(QH), Missile Carriage: Universal(QU), Cities, Fortress, Trains, Launching Truck, Heavy Missile Truck, and the Orbital Transport
* Intended to be launched by Cities, Fortress, Launching Trucks, and Heavy Missile Trucks
* +20% to hit standard air targets, +15% to hit 1/2 stealth targets(BA, FA), and +15% to hit jammers(FW) compared to a regular Anti-Aircraft Missile.
* can hit full stealth targets with sub-par odds (FX - 25%, BX - 35%, RX - 55%)


<<< General Changes >>>

* Structures that could build city units had the types of units they could produce drastically reduced or removed all together. The units they can still produced were all standardized to be double the production time cost of a city.
(Ports no longer produce Landing Craft or Transports. They can still produce Sonar Buoys)
(Warehouses no longer produce trucks. They can still produce supply units)
(Train Stations no longer produce trains)

* The portage capacity of large structures (Those with more than 2 hit points and Cities) was standardized to be 18 portage units.
(Fortifications and Fortresses were left unchanged)

* The portage cost of trains, many large ships, and large aircraft was lowered by 1 so as to make them less onerous to land/dock in cities.
(RS, RR, RB, TR, OS, AC, BB, BL, BT, BA, BO, BX, AF, AW, HT, SR)

* Missile Carriages had their build time increased from 2/2 up to 3/3 and the types of units that could produce them was greatly reduced. Generally speaking, cities and factories can still produce them as can engineer type units. (Not Light Engineers)
(Missile Carriages can absorb ranged fire which is unintended but there is no way to stop it. Mass production of missile carriages was a "gamey" way to protect cities from ranged fire. These changes help inhibit the use of that tactic. Losing a missile carriage will now be somewhat painful.)

* The portage capacity of many transports / carriers was lowered to reduce the "many clowns in a car" syndrome.

* The packed drain of fighter type aircraft was lowered from 2 down to 1.

* The attack odds of all aircraft capable of bombing cities was increased by +2% to hit vs cities.
(FV, FB, FX, BL, BO, BA, BX)

* Some missile and missile carriage icons had little graphic glitches cleaned up.


<<< Balance Changes >>>

Light Engineer(EL):
+ can "morph" into a dug-in form now. Lowers drain from 2 down to 1 and increases defense combat odds.

Engineer(EN):
+ can produce Missile Carriage: Universal(QU)

Light Infantry(LI):
- can no longer carry Anti-Aircraft Batteries

Seabees(SB):
+ build cost lowered from 12/10 down to 10/9

Truck(TK), Refueling Truck(TU):
+ movement points increased from 4 up to 6
- movement cost of clear terrain increased from 1 up to 2
(These trucks can now move very fast on roads but slower than mechanized units off road)

Truck(TK):
- portage capacity lowered from 6 down to 4

Launching Truck(TL):
- move range lowered from 80 down to 70
- move speed lowered from 4 down to 3
(Still moves at full speed on clear and desert terrain giving it a far superior off road range compared to regular trucks)

Heavy Missile Truck(TM):
- move range lowered from 100 down to 90

Mechanized Anti-Aircraft(ZF):
- target search mode movement points increased from 1 up to 2 (runs out of ammunition faster)

Mechanized SAM Launcher(ZZ):
- target search mode movement points increased from 2 up to 3 (runs out of ammunition faster)

Mechanized Artillery(ZY):
+ build time lowered from 18/16 down to 16/14
- target search mode movement points increased from 1 up to 2 (runs out of ammunition faster)

Supply Train(RS):
+ hit points increased from 1 up to 2

Train(RR):
- portage capacity lowered from 12 down to 9

Bullet Train(RB):
+ hit points increased from 2 up to 3
+ portage capacity increased from 8 up to 9
- drain increased from 1 up to 2

Heavy Artillery(HA):
+ build time lowered from 18/16 down to 16/14

Super Heavy Artillery(HX):
+ build time lowered from 24/21 down to 20/18

Anti-Aircraft Brigade(AA):
- ranged fire hit odds lowered by -5%

Anti-Aircraft Missiles(VA), SAM Launcher(SL), Mechanized SAM Launcher(ZZ):
- Fighter type aircraft hit odds lowered by -5%

Anti-Ship Missile(VS):
- attack odds vs Corvettes, Frigates, Mine Sweepers, and Destroyers lowered by -5% to hit

VTOL Fighter(FV), Torpedo Fighter(FO), Fighter Bomber(FB):
+ move speed increased by +1

Air Refueler(AF):
- portage capacity lowered from 9 down to 7

Heavy Air Transport(HT):
+ drain lowered from 6 down to 5
- portage capacity lowered from 6 down to 4

Tactical Bomber(BL), Torpedo Bomber(BT):
+ move speed increased from 8 up to 9
+ anti-air ranged fire defense odds improved by +5%
+ anti-air missile defense odds improved by +15%
(These guys can now consider attack runs within AA brigade ranged fire and it is no longer suicidal to perform attack runs within anti-air missile fire though still not a good idea.)

Guided Missile Cruiser(CG):
- build time increased from 28/25 up to 30/27

Light Cruiser(CL):
- build time increased from 28/25 up to 30/27

Heavy Cruiser(CR):
- moored drain increased from 2 up to 3

Landing Craft(LR):
+ portage capacity increased from 3 up to 4
- drain increased from 1 up to 2

Transports(TR):
- portage capacity lowered from 8 down to 6

Amphibious Assult Ship(AM):
+ hit points increased from 5 up to 6
- drain increased from 5 up to 6
- moored drain increased from 2 up to 3

Fleet Oiler(OS):
+ hit points increased from 4 up to 5
- portage capacity lowered from 16 down to 15

Escort Carrier(EC):
+ hit points increased from 4 up to 5
- drain increased from 4 up to 5

Light Carrier(LC):
+ hit points increased from 6 up to 7
- portage capacity lowered from 9 down to 7
- drain increased from 5 up to 6
- moored drain increased from 2 up to 3

Aircraft Carrier(AC):
+ hit points increased from 8 up to 9
+ portage cost lowered from 5 down to 4
- portage capacity lowered from 11 down to 9
- drain increased from 5 up to 6

Missile Satellite(SI), Armed Satellite(ST), Killer Satellite(SK):
+ move speed increased by +1

Methane Plant(MP):
- drain production lowered from 16 down to 15

Oil Facility(OF):
- drain production lowered from 24 down to 20

Oil Platform(OP):
+ drain production increased from 24 up to 25

Missile Factory(MF):
+ drain lowered from 16 down to 15

Heavy Missile Factory(HF):
- drain increased from 16 up to 20

Train Station(TS):
+ build time lowered from 14 down to 12
+ drain lowered from 5 down to 2
- can no longer produce trains

Port(PT):
+ drain lowered from 5 down to 4
- can no longer produce Landing Craft or Transports
- production time of Sonar Buoys increased from 6/5 up to 8/7

Warehouse(WH)
+ stopped drain lowered from 4 down to 2
- drain increased from 8 up to 10
- can no longer produce trucks
- production time of Supply Units increased from 9/8 up to 12/10


<<< Donation Info >>>

***************
***************
** Working on UltraDB has been a labor of love over many years.
** If you've enjoyed playing games of EDEE using the UltraDB mod
** please consider making a $5 donation electronically via Pay Pal
**
** at: https://www.paypal.com/myaccount/transfer/send
** to: empireaddict@hotmail.com
**
** Your support is appreciated and happy gaming!
***************
***************
Oblivion
 
Posts: 6
Joined: Wed Mar 19, 2014 3:15 am

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