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Hardcore Space Mod Changes

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Apr 10th, 2017
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  1. Damage/Health Changes:
  2. -Increased damage of enemy ship torpedos (the ones that hit you in space)
  3. Lvl 1 10 > 15
  4. Lvl 2 15 > 20
  5. Lvl 3 25 > 30
  6. Lvl 4 40 > 50
  7. Lvl 5 60 > 75
  8. Lvl 6 80 > 100
  9. -Increased overall turret health for all empires.
  10. Lvl 1 200 > 250
  11. Lvl 2 300 > 400
  12. Lvl 3 500 > 600
  13. Lvl 4 800 > 1000
  14. Lvl 5 1200 > 1400
  15. Lvl 6 1600 > 2000
  16. -Slightly increased enemy turret damage
  17. -As a byproduct of increasing enemy turret health, turrets on your colonies also have increased health by the same amount (however this is mostly counteracted by increased enemy damage)
  18. -Increased enemy pulse and mini-pulse damage
  19. Pulse lvl 1 80 > 125 Minipulse lvl 1 40 > 65
  20. Pulse lvl 2 120 > 200 Minipulse lvl 2 60 > 100
  21. Pulse lvl 3 200 > 300 Minipulse lvl 3 100 > 150
  22. Pulse lvl 4 320 > 500 Minipulse lvl 4 160 > 250
  23. Pulse lvl 5 480 > 700 Minipulse lvl 5 240 > 350
  24. Pulse lvl 6 640 > 1000 Minipulse lvl6 320 > 500
  25. This means that all pulse weapons deal exactly half the same tier turret’s health in damage, and minipulses deal exactly one quarter its health in damage (except for level 1, which does very slightly more)
  26. -Increased damage of all NPC Ship lasers by roughly 25%
  27. Interceptor lasers Defender lasers Ally lasers
  28. Lvl 1 15 > 20 Lvl 1 35 > 45 Lvl 1 10 > 12.5
  29. Lvl 2 22.5 > 30 Lvl 2 52.5 > 65 Lvl 2 15 > 19
  30. Lvl 3 37.5 > 50 Lvl 3 87.5 > 105 Lvl 3 25 > 31
  31. Lvl 4 60 > 75 Lvl 4 140 > 175 Lvl 4 40 > 50
  32. Lvl 5 90 > 110 Lvl 5 210 > 260 Lvl 5 60 > 75
  33. Lvl 6 120 > 150 Lvl 6 315 > 390 Lvl 6 80 > 100
  34. -Increased how long enemy fighters, defenders and interceptor ships fire their lasers (previously was 3s firing, with 1s pause. Now its 5s firing, with 1s pause).
  35. -Changed bombs to have 4x firerate, 1/6 as much damage and 1/5 energy use per shot. Overall this nurfs bombs, because they end up doing less damage in the same amount of time, but also changes them to act carpet bombs, instead of single big bombs, allowing the player to do “bombing runs”. Having Mega bombs and antimatter bombs both act as “big bombs” made antimatter bombs kinda redundant, as such bombs were changed. Antimatter bombs remain unaffected, aside from their pricing.
  36. -Made proton missile damage more “random”. It also has slightly increased AoE and projectile speed. Its function has been changed to be a longer-ranged AoE damage type weapon, instead of a “kill everything that flies” weapon
  37. -Increased enemy missile range to 220, up from 150 and increased AoE and projectile speed.
  38. -Decreased ally health slightly
  39. -Increased the health of all enemy ships by roughly 50%
  40. -Starting ship health on hard reduced to 250, down from 300.
  41. -Reduced volcano max damage to 1000 to stop it being used as a bomb
  42.  
  43. Pricing/Income Changes:
  44. -Various Ammo-Consuming items no longer cost ammo to use, but instead cost sporebucks to fire. Their initial cost to buy however has increased, but once they have been bought, they will cost the same amount to fire as they would to buy ammo for.
  45. -This includes Antimatter Missiles and Bombs, Fireworks, all Colonization Tools (Spice Storage, Uber Turret and Colony Incredi-Pak cost roughly 33% more to use than before, everything else costs less), and ammo-consuming terraforming tools, including the Staff of Life, which was renamed Staff of Creation and costs §1,000,000 to fire.
  46. -Massively increased the cost of energy-based terraforming tools by about 4x their original price, to both encourage the use of the other terraforming tools (the ones that cost money to fire), and to stretch the early-mid game.
  47. -Mega Energy/Repair packs cost §40,000 to buy now, up from §20,000.
  48. -Shield now costs §1,200,000, up from §500,000
  49. -Reduced chance of enemy ships and cities dropping sporebucks
  50. -Reduced reward from completing missions by 25%
  51. -Reduced spice production on all planets by 25% on hard, and 10% on medium.
  52. -Reduced overall value of spice from 133% value to 100%
  53. -Made /moremoney cheat only give §10.
  54. -Increased number of max trade routes to 6, up from 3
  55.  
  56.  
  57.  
  58. New Items:
  59. -Flux Beam. Comes in 3 levels. Only attacks vehicles and turrets. Does higher damage than missiles or lasers, but only has a range of 80 (compared to 200 for missiles/lasers), and has a higher energy cost
  60. -Graviton Eradication Beam. End game item which costs §6,000,000, and §1,000,000 to use. Summons a massive asteroid to impact the planet and cause widespread extinction, terraforming it to T0 very quickly. It also breaks the galactic code.
  61. -Cargo Hold now goes up to 5 levels. Level 4 needs Collector 4 or Merchant 5. Level 5 needs Collector 5 or Colonist 5
  62.  
  63. Other Changes:
  64. -Increased requirements to get each master badge level by about 50%. This was done to extend the game, as reaching omnipotent was too easy.
  65. -Changed starter weapon (the one you get from the tutorial) from proton missile to Flux Beam, and changed tutorial text to reflect this change. You can still buy the minor proton missile for §120,000 sporebucks after the tutorial mission is completed
  66. -Reduced the chance of a star containing a rare to 20% down from 25%
  67. - Increased area that Grox Control, from a radius of 100 to 125, making their area of control roughly 50% more, and Increased the number of planets that the Grox own to 4200, up from 2400. (get it? 42? Oh nevermind). This may require a galaxy reset to be seen.
  68. -Made Grox more aggressive if you enter their territory, so they begin attacking your ship more quickly, and make them attack more often (doubled their chance of an actual attack, and halved the chance of a “tease” or fake attack they sometimes do)
  69. -Made Tier 6 empires, including the Grox, use different looking lasers to show their power
  70. -Made empires expand more quickly (minimum delay is 120s, down from 300s)
  71. -Reduced number of buildings t1 (5 down from 6) and t2 (10 down from 12) colonies can have.
  72. -Increased how much spice each colony can hold to 8, up from 5
  73. -Increased number of max rocky planets in a star system to 7, and increased minimum to 2
  74. -Reduced chance of biosphere collapse (ecodisaster) happening to 1/24, and chance of pirates attacking allies to 1/6 as much. Pirate raids and plunders on player-owned colonies still remain the same, but these shouldn’t be as much of a problem due to uber turret
  75. -Increased recharge time of All Health and Energy packs. Regular Packs take 10s to recharge, up from 3s, and Mega ones take 40s to recharge, up from 10s
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