Gametypes is an overhaul of the balancing of Scorpion's mod started roughly back in 2006 or 2007. Its aim is to provide a more durable feel to the ships and realistic handling of gameplay features.

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The release of Gametypes 1.27, its changelog, and Scorpion's final change log.

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For about a year now I have felt that I have been far too quiet about Conquest and my modification of it. Now with the release of AllGrey's mod; I have decided to release it. This modification is an extensive overhaul of Scorpion's mod for Conquest Frontier Wars(which could also be described as such).

When I first played Scorpion's mod I loved the new found durability of the ships and the rework of the command point system based on territorial acquisition through wormhole lock downs.
While I have deviated from that in favor of a system where all structures produce command point values equal to the slots taken up in a planet's orbit, I have kept jumpgates as a source of command points for the player(albeit greatly reduced).

So without further a due I present to you Gametypes 1.27.

Changelog since 1.11 and Scorpion's final change log:

1.27
-Removed Terran bonus mentioned in 1.26 due to balance issues
-Added conquest.ini to enable 32bit textures and higher resolutions

1.26
-Fixed projectile/beam damages to reflect damages 1.2 change log.
-Added Corvette to Terran Refinery build list as an experimental racial bonus.

1.25
-Repositioned Lancer Cruiser build button
-Added Light Shipyard ships to the Heavy Shipyard construction list
-Removed remaining blackhole spawn

1.24
-Light Shipyards can now build Lancer Cruisers

1.23
-Reduced command point costs of Mantis and Celareon weapon platforms to bring them in line with Terran changes.
-Plasma Hive command point cost reduced to 3(5)
-Plasma Spitter command point cost reduced to 1(3)
-Voraak Cannon command point cost reduced to 5(8)
-ESP Coil command point cost reduced to 1(2)
-Hydrofoil command point cost reduced to 1(3)
-Proteus command point cost increased to 3(2)
-Starburst command point cost decreased to 8(18)
-Increased Celareon Portal range to 6(2)
-Increased Celareon Portal command point cost to 12(5)
-Supply Ship command point costs reduced to 1(3)
-Canged Supply Ship ranges and supply rates based on race

Zorap: 7.5 supply rate(5), supply range 2(2)
Stratum: 3.5 supply rate(5), supply range 4(2.5)
Terran Supply Ship: 5 supply rate(5), supply range 3(2.5)

-Corrected mistake in 1.19 change log. Lancer cruiser range is 3.75(3.5)

1.22
-Balckholes removal

1.21
-Increased Fleet Carrier fighter damage to 6(3(Hive Carrier 5)
-Increased Space Station fighter damage to 6(2(Hive Carrier 5)
-Increased Corvette damage to 5(3)
-Increased Voraak Cannon damage to 300(100)
-Increased Hive Carrier Repellant cloud DPS to 4(1)
-Decreased Hyades nebula DPS to 2.25(5)

1.2
-Increased supplies of the Missile crusier to 145(100)
-Increased Corvette hull points to 350(200)
-Increased Taos hull points to 275(160)
-Increased Scout Carrier hull points to 300(160)
-Decreased Khamir build time to 15(90, Scout carrier 25, Corvette 38)
-Increased cost of Terran Battleship to 1350 ore and 300 crew(1000 ore, 200 crew)
-Increased cost of Celareon Trireme to 1350 gas and decreased crew to 200(1200 gas, 300 crew)
-Decreased cost of Mantis Scarab to 1000 ore(crew cost is 400(Ore was at 1500)
-Increased Ion Cannon Range to 30.
-Decreased Laser Turret command point cost to 1(3)
-Decreased Space Station command point cost to 3(6)
-Decreased Space station resource costs to 750 ore, 350 gas(1500 ore, 1500 gas)
-Rebalanced storages by adding storage amounts to Shipyards and partially removing storage from refinery
type structures.

Name:ore storage, gas storage, crew storage.
Thripid:850, 600, 350
Niad:4500, 3000, 2400
Light Shipyard:875, 675, 100
Heavy Shipyard:4000, 2800, 1200
Pavilion:500, 900, 100
Greater Pavilion:1500, 3600, 900

Collector:225, 150, 90
Greater Collector:1125, 750, 600
Warlord Training Center:600 crew
Refinery:1000, 700
Marine Training Facility:30 crew
Naval Academy:350 crew
Oxidator:375, 900
Bunker:50 crew
Citadel:250 crew

-Increased damage of Hyades nebula from 0.2 to 5.
-Increased duration of Gravity Well to 45 seconds(15)
-Increased damage of Corvette to 7(3)
-Increased damage of Taos to 9(4)
-Increased damage of Khamir to 4(3)

1.19
-Rebalanced Celareon and Terran ranges(Monolith 4.5(5), Dreadnaught 5(4.5), Trireme 3(5), Battleship 5(3)-
, Taos 1.75(2), Corvette 2(1.75), Lancer Cruiser 3.75(3))
-Mantis Thripid now costs 1500 ore and 500 gas(2000 ore)
-Terran Fleet Carrier now has an additional wing of fighters.

1.18
-Switched ore and gas costs of a large amount of Celareon platforms so as to make them more gas reliant.
-Reduced ore cost of Acropolis to 2000(3000)
-Changed Celareon Jumpgate ore cost to 200 and gas cost to 800(1000 ore)
-Changed Mantis jumpgate cost to 650 ore and 650 gas(1000 ore)
-changed Terran jumpgate cost to 800 ore and 200 gas(1000 ore)
-Changed resource costs of Celareon Bunker(Marine Training Facility equivalent) to 350 ore and 800 gas(1000 ore)
-Reduced Oxidator cost to 800 ore(1000)
-Changed Pavilion cost to 500 ore and 1500 gas(2000 ore)
-Changed Taos model back to original model
-Galiot(celareon harvester) cost changed to 25 ore and 175 gas
-Added two new systems for large play.

A system composed of a large hyades nebula.
A system with 0-2 moons in a large planetary debris field(Asteroid field)

1.17
-Hive Carrier hull point 1450(650)
-Hive Carrier sensor range increased to 7(5)
-Hive carrier shields increased to 17%(10%)
-Corvette supply points increased to 200(120)
-Aurora range increased to 3.75(3)

1.16
-Removed Infiltrator model replacement due to crashing issues
-Removed Tiamat model replacement.
-Fleet Carrier supplies increased to 800(600)
-Fleet Carrier build time reduced to 160(180)
-Fleet Carrier range increased to 9(7(Tiamat=12)
-Fleet Carrier sensor range increased to 7.25(4)
-Dreadnought shields increased to 27.5%(20%(Tiamat=30%)
-Monolith shields increased to 22.5%(20%(Tiamat=30%)
-Taos command point cost reduced to 1(2)
-Taos build time reduced to 28(30(Corvette 38)
-Scout Carrier range increased to 6(5)
-Scout Carrier sensor range increased to 4.25(3)
-Frigate hull points increased to 575(500)
-Frigate build time reduced to 55(75(Missile Cruiser=84)
-Lancer Cruiser hull points increased to 1000(700(Missile Cruiser=875)
-Lancer Cruiser command point cost reduced to 4(7)
-Aurora hull points increased to 900(600)
-Aurora build time increased to 100(83)
-Aurora command point cost increased to 4(3)
-Polaris hull points increased to 540(370)
-Seeker hullpoints reduced to 150(200)
-Seeker supplies reduced to 75(400)

1.15
-Replacement models for the following: Tiamat, Taos(Reverted in an unspecified version), Infiltrator, Missile Cruiser, Corvette

1.14
-reduced Tiamat hull points to 3000(4500)
-Tiamat command point cost reduced to 15(20)(Reverted at unspecified point)
-Dreadnought hull points increased to 3750(3000)
-Monolith range inreased to 5(4.5(trireme=5, dreadnought 4.5)
-Monolith hull points increased to 3250(2000)
-Monolith command point cost increased to 10(9)
-All reconnaissance ships' sensor radius increased to 6(4)
-Warlord Training Grounds resource costs reduced to 2000 metal(2000 no change), 300 gas(500), 150 crew(300)
-Jumpgates provide 8 command points(6)

1.12
-Mantis and Terran reconnaissance ships recieve cloaks
-Mantis and Celareon reconnaissance ships recieve model replacements
-50% of the Terran ships recieve model replacements
-Removal of command point costs from both reconnaissance and harvesting ships
-jumpgates now provide 6 command points(2)
-Mutation colony now has the same sensor range as an eyestalk
-Greater Collectors now provide greater storage then collectors
-blackholes now do 30000 damage(7500)

1.11
-new command point structure(1 for 1 planet slot structures 2 for 2 and 3 for 3)
-jumpgates now provide 2 command points(12)

-------------------Changes made by Scorpion pre-1.00

Scorpion MOD 4.2

To Install simple put the gametypes.db file into the conquest directory which will replace your old gametypes.db file. Also version 1.05 is required to play this MOD.

4.2 Changes

1. Added terrain including antimatter ribbons and black holes. (thanks RM_Adm.AJ for letting me use these.)

2. 4.o damage changes now affect fleet carriers and hive carriers.

3. Fighter speed increased on the fleet carrier.

4. Added much better impact effects for battleship and dreadnought shots.

5. Tiamats now have an additional 3 bombers.

6. Missle Crusier hp increased to 750 from 500.

7. Removed some stray special abilities buttons.

8. Aurora armor changed to light.

9. Several small balance tweaks.

4.0 Changes

1. Completly reworked the armor system to promote balanced fleets.

No Armor- Ships with this armor are equally effective against all armor classes.

Light Armor- This armor class is given to ships of the missle crusier class, including polarisis and frigates. Ships with this armor are least effective against battleship class ships (Medium armor) and most effective against dreadnought class ships (Heavy armor).

Medium Armor- This armor class is given to battleship class ships incuding scarabs and triremes, and aurouras and all platforms (This excludes the ion cannon (Heavy) and the plasma hive and space station (both light). Ships with this armor are least effective against dreadnought class ships (Heavy armor) and most effective against missle crusier class ships (Medium armor).

Heavy Armor- This armor class is given to dreadnought class ships including monoliths and tiamats. Ships with this armor are least effective against ships with light armor and most effective against ships with medium armor.

Odd Ships\Platforms-

Ion Cannon- This gun has heavy armor and is most effective against heavy armor.

Laser Sattilite\Plasma Spitter- Most effective against medium armor

Space Station\Plasma Hive- Has light armor and is most effective against light armor.

Lancer\Esp Coil- The coil has medium armor and the lancer has light armor but both are most effective against light armor.

Starburst- Has medium armor and is most effective against heavy armor.

Proteus- Has medium armor and is most effective against medium armor.

Fabricators\Harvesters- Have light armor.

Troopships\Scoutships- Have no armor.

2. Greatly reduced the supplies in a missle crusier and increased those in dreadnought and battleship class ships.

Major Changes (not in addition to version 1.0)

1. HP of all ships roughly doubled excluding troopship.
2. Supply capacity of all ships doubled (needs 2x shots to do the same damage %). Also supply ships have increased cost build time and HP (you should only need 1 per fleet.)
3. Defense platforms are much more powerful especially the lower end platforms such as the lsat turret and esp coil.
4. Harvesters harvest slower but carry more. Harvest rate is effectively the same, mabye a little slower.
5. Platform HP increase greatly, can't remember the exact ratio so check the ver 1.0 readme, i haven't changed it since that version.
6. Super ships are much more powerful relative to smaller ships but have a greatly increased cost in both resources and CP.
7. Build times for all ships and buildings doubled.
8. Building cost for all ships and buildings doubled as well to compensate for the longer build time.
9. Added impact effects to buildings and gun platforms. No more disappearing projectiles! Impact effects will be shown on both ships and buildings regardless of whether shields are up or not.
10. Mines cost no gas and half ore, do less damage, and pulse mines now do damage to hull not supplies.
11.CP dependant on the systems you control (no more turtleing!). Basiclly you get CP by building jumpgates.
12. The only CP producing buildings have been made into a sort of defensive platform. They have an enormous sensor range that will easily reveal all of a small map. The mantis have a smaller sensor range that the LR sensor tower or the sentinal tower. Also HQs no longer give CP when built.

Terran Changes

1. Missile Cruisers have more HP and cost more. Thier shots no longer home and fly straight. They now travel faster and do more damage to compensat for the decrease in acuracy. Now they are most effective against buildings. They also no longer have the cloak ability.
2. Battleships now have more supplies relative to other terran ships. This is to make it the bread and butter unit of the terran navy.
3. Lancers now do damage more like the esp coil. You can no longer fry 5-6 missle crusiers with 1 shot. CP cost has also been increased.
4. Fleet carriers are now in the super ship class. They have HP comparable to the dreadnougt and many more fighter wings. They are also now equiped with 2 flak turrets that have extended range and fire rate in comparison to the corvette.
5. The dreadnought is the best ship for head to head fighting. 2 torpedo launchers have been added to increase firepower (they look awesome too!). Aegis shield has been removed as it does not fit with the new play style.
6. Space stations are now a heavier defense platform and the fighters are better at shooting down enemy fighters than the carrier fights though i doubt you'll notice.

Mantis Changes

1. Frigates have been given a boast in HP and cost to make it comperable to other ships of its class for the other races. You'll still need a lot of these guys to be effective though.
2. Hive carriers now have more fighter wings.
3. Scarabs are the heaviest bread and butter unit of all the races (battleship, trireme, scarab). This is to make up for the mantis' supership's lack of head to head battle efficiancy.
4. Tiamats are now the biggest ship in the game (HP, cost, CP). Removed 1 bomber wing and put in several hive fighter wings to round out this ship. Also added engine trail effects to the torpedos.
5. Plasma hives now have more fighters.
6. Mantis is now a very good defensive race.

Celareon Changes

1. Polarises are better at fighting smaller ships.
2. Oracles remain unchanged but now are an advantage due to the lack of cloaking ships by the other 2 races.
3. Atlas mines now do damage to hull instead of supply damage.
4. Triremes now have 2 polaris beam cannons in addition to their plasma launcer.
5. Monoliths now have 2 plasma launcers in addition to their beam cannons. Monoliths are the weakest of the superships but not by much (it takes 3 monos to take 2 dreads).
6. ESP coils do more damage.
7. Auger beam has been removed from the monolith.
8. Mass disruptors only do 10% damage now. (i may remove it later if it proves to be to powerful).

That's all i can think of that i changed. I have not been able to balance the races as much as i would have liked so i would appreciate your imput. email me at frostmourne8@hotmail.com or just post a thread on the conquest forum (cfw command is the only one i check). Enjoy.

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