The Federation rebalance continues, with a new special ability and many small adjustments to balance.
The Canaveral returns with a new special in 4.3.7 which should allow for a Federation focus on long range bombardment. Warp-in slots have been adjusted to make up for their new power level, and many ship costs have been adjusted based on their performance. A handful of bugfixes and AI behavior tweaks round out the version, with more to come. The AI can't exactly be made smart, but it can be made more interesting to play against.
4.3.7 Changelog
Sensors
All ships and stations with disabled sensors can now see in a small radius around them.
Abilities that disable sensors will gradually be made stronger to encourage a new game
mechanic. To begin, the Canaveral gains a new version of Sensor Blackout which disables
Sensors on all enemies in a large area.
Bugfixes
-fixed level 5 Supply Routes not being repeatable for Romulans and Risner Feds
-fixed rank 5 Dreadnoughts missing a weapon
-fixed Guided Torpedoes having wrong hit chance vs Monsoon
-fixed Intrepid Officer tooltips
-fixed Hypercharge Magnan Emitter doing nothing
Balance
-reworked all Dominion/Federation Special Weapon Research costs (mostly reduced)
-reduced cooldowns of several Dominion special abilities
-reduced Phase Shield energy cost 250=>200
-increased Supply cost, reduced Di/Tri cost of Siege Cruiser and Intercept Destroyer
-reduced Sovereign warp-in slot bonus 2=>1
-increased Steamrunner warp-in slots 2=>3
-increased Descent warp-in slots 4=>8 and Supply cost 50=>80
-added 10 second cooldown to Veteran Descent's Harmonic Shield Reset ability
-removed Battle Bridge passive (Rank 5-6 warp-ins cost reduced warp-in slots)
-added Tiny ECM/Crisis suite Officer/Veteran passives to New Orleans, Centaur
-added Bioneural Gel Packs Officer passive to Nova, Excelsior
-increased Defiant speed 130=>140
-reduced Borg-tech Intrepid, Sovereign torpedo rate of fire 3=>5 seconds
-increased Excelsior II Tritanium cost
-reduced Guided Quantum Torpedoes energy cost 200=>150
-increased Griffin's Sensor Jammer ability Sensor disable chance to 100%
-reduced build costs of all Romulan Warbirds
Progress
-Added Nova as a warp-in option (Small Destroyer, Medium range)
-Added Nebula Rigel type as a Command warp-in option (Large Battleship, Medium range)
AI
-decreased frequency of Dominion AI fleet warp-ins
-increased power of all Romulan AIs
I love the mod so far. Almost all my complains with the original Fleet Ops mod have been addressed. After playing the Borg, however some things came to my attention:
1) Is it correct, that the Adaptor vessel doesn't use it's adaption beam any more to improve friendly vessels against that enemy ship type?
2) some tool tips are switched, f.e. the dodecahedron's module descriptions
3) Using the Transwarp Matrix to send Cubes straight into enemy bases seems a bit too strong. Don't want to imagine to have it against me. At least it should not be allowed to cast into fog of war
4) Installing the Regeneration module on the Spheres doesn't really help them much, just giving +1 Resistance, but passive and active regen seems not different to the other Shere setups
5) Is it possible to give the Diamond's Order to Chaos effect a visible animation or status effect on the effected vessel?
Other than that keep up the good work!
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