

Partially Customised research tree to make use of new resources and components Once it's been tested then I'll release it as version 1.0 and no doubt will continue to refine it after that.ĭOWNLOAD AVAILABLE BY PM ONLY - released 29/05/16 When I have something that is fairly playable and close to what I'm trying to do, I'll release it as an Alpha to anyone that wishes to test it out. In the below thread I will discuss progress and please provide any feedback, requests, or suggestions that you have. or you can forget about that advanced technology that uses them (no spoilers yet! ). if you don't have for example the manufactured resource of say Engineered Organims on any of your colonies, but another empire does, you can't simply conquest them to get it. This will give the late game a different strategic edge other than pure conquest of enemies. However I think it is still important to have a necessity to trade for some high-end manufactured resources that are used in advanced technologies. This was too far one way, so I've revised the resources list to make most of the resources spawn naturally on planets, making empires much more independent in what resources they can supply and therefore what ships and bases they can build. The first test-game I did with my original list of resources radically altered the game play to a very heavy trade-based game where all building stopped until resources required were able to be traded for between empires. So while it looks like a big bold list of stuff to do, I'm already very much plowing into it. * Overhaul some of the research tree, including completely new component types as well as parents and technology research lines. * Overhaul the components list mostly, including images, resource costs, and usefulness. * Overhaul the resource list completely, including images, demand, value, and distribution (WIP) I have made great progress in the week that I've been working on it so far. * More diverse planet and asteroid images, overlays, and landscape pics. New sound effects and various tweaks (such as weapon-fire sizes, speeds and images) to give a more believable game experience. * Revised icons and user-interface for a more refined and modern look and feel. * Scientifically plausible research trees, with race-specific variations that create race-specific demands for resources for a rich strategic depth of resource location control. More realistic components, ship, and base designs and technology. * More realistic and completely new resources to the game, both raw and manufactured goods.
PICS OF THE SEA OF STARS MOD
This mod aims to bring the following to the game: Sample of some of the new resources and components icons in-game.įrom left to right: Advanced Chips, Steel, Computers, Engineered Organims, Solar Panels, Structure, Ion Cannon, Adaptive Kinetic Armour, Monopolar Magnetic Shield, Direct Interception Shields, Ion Propulsion, Gas Collection Unit. A mod I'm creating for the Distant Worlds Universe platform.
