Killer Bee Software










-Buy EDCE On Itch
-Buy EDCE On Steam
-Buy EDEE/EDIE/PGIE

Empire Deluxe
-Combined Edition


-Enhanced Edition
-Latest EDEE Patch(4.012)
-EDEE Extras

-Internet Edition
-EDIE Extras
-Latest EDIE Patch(3.516)

Perfect General
-The Perfect General
-WWII Battle Set
-PGIE Extras
-Features List
-Latest PGIE Patch(2.10)


Bee Business
- What is Killer Bee Software?
- Contacting The Nest


Old Scenario Pages
- 1990's Empire Deluxe
- 1990's The Perfect General
- Dungeon Keeper Two Page


Linkage
- Empire Deluxe Reddit
- Steam Forum
- Itch Forum
- Yahoo Group
- EDEE Mod Group
- Salient Games
- ED German Forum
- Walter Bright's Classic Empire


- PGIE Yahoo Group


 

 

The file UltraDB.zip can be downloaded at:

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

or

http://games.groups.yahoo.com/group/EDEE-MOD/files/  


(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 4.010+)
(http://www.killerbeesoftware.com/kbsgames/patches/)
(You can use "UltraDBSmall.zip" if you don't want the extra sounds)

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 6 BUY POINTS FOR PURCHASING A RECON DRONE AT
THE START TO HELP EXPLORE THE MAP.

THERE IS NO NEED TO JACK UP UNIT BUILD SPEED IF YOU START WITH THESE
SETTINGS BECAUSE YOU CAN PRODUCE EVERYTHING YOU NEED AT THE START
WITH YOUR 1ST UNITS: 1x GROUND ATTACK UNIT, 1x TRANSPORT UNIT,
1x AIR DEFENSE UNIT, 1x RECON UNIT GIVEN FROM BUY POINTS.

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.


<<< 12/14/10 >>>

<<< General Changes >>>

The pace of the game has been sped up:
+ increased the movement speed of all infantry type units in clear
terrain from 1 square per turn up to 2 squares per turn.
+ all direct combat mechanized units now move at a speed of 3, not
just Hovercraft.
+ many aircraft, mostly combat aircraft, had their speeds increased
by +1
+ non-mechanized indirect fire units can now move at a speed of 2 on
roads up from 1.(They lose movement range off of roads though)

Bombard type attacks now require 2 movement points to execute:
- the most significant impact of this is to counteract the higher
speed of ground units when they try to capture a City. Mechanized
units can still only capture a City from 2 squares away, not 3, and
infantry type units still have to start adjacent to a City in order
to capture it.
- ships that engage each other in bombard attacks will not be able to
move their full movement range and still be able to attack an
adjacent ship.

Direct combat mechanized units buffed:
+ any mechanized unit that move attacks an infantry type unit into
terrain that the mechanized unit can move at full speed in gets a
+10% to hit "Blitz" attack bonus. This bonus is reduced to +5%
against infantry units that are "dug-in".
(This means clear/desert terrain. Hovercraft also get this bonus
attacking into snow/river terrain)
+ movement ranges increased to make it a little easier to stay on the
attack.
+ build times shaved down to make them more viable relative to air
power and infantry power.

Gearing bonus nerfed for "complex" units:
- units that either have complex parts in them like jet engines or
are very expensive no longer get a 15% same build gearing bonus at
a City. It is now generally around 10% for these units.
+ this gives an edge to ground unit production since they maintain
their superior 15-20% gearing bonus.

Better air-search radar:
+ many air-search radars were increased in distanct by +1 square to
compensate for the now faster aircraft.

Missile Carriages consume 1 supply drain and take 2 turns to build:
- limits/encourages players to build only the missile carriages they
need to avoid missile carriage spam.

Satellite movement normalized to speed of 4:
- hard to balance them with all different speeds
+ Missile Satellites move at a speed of 5 so they can hunt/chase


<<< Balance Changes >>>

Interceptor: Orbital(FY):
+ new "morph" mode for Interceptors that allows them to directly
attack enemy SR-71.
(cannot attack anything else in orbital plane)
- even worse ground recon in this mode than in normal mode

Anti-Ground Missiles(VG):
+ movement range increased from 5 up to 6
- hit odds lowered by -5% vs land units, -10% vs Cities
- can no longer be carried by "screening" ships (CV, DE, DD)

Anti-Ship Missiles(VS):
- hit odds lowered by -5% vs all ships with more than 2 hit points

Torpedo Fighter(FO), Torpedo Bomber(BT):
+ attack odds vs size 4 ships and larger increased by +5%
- build cost increased by 2 turns

Corvette(CV):
+ carrying capacity increased from 1 up to 2
- can only carry Anti-Air Missiles now

Destroyer(DD):
+ air-search radar distance increased from 3 up to 4
+ no longer needs to use small missile carriages in order to carry
small missiles
- can no longer carry Sea Helicopters
- build time increased by 2

Light Cruiser(CL):
- build time increased by 3

Sea Helicopter: Deployed(KE):
+ its sonar is now equal in effect to a sonar buoy (+1 range)

Helicopter(HE):
+ attack damage increased from 1 up to 2
+ can move/attack into mountain terrain for 2 movement points
+ rocket attack hit odds increased by +5%
+ movement range increased from 7 turns aloft up to 8

Attack Helicopter(AH):
+ attack damage increased from 1 up to 2
+ can move/attack into mountain terrain for 2 movement points
+ rocket attack hit odds increased by +5%
+ movement speed increased from 4 up to 5
- turns aloft decreased from 8 down to 7

Advanced Fighter(FA):
- build time increased by 2

Strategic Bomber(BO):
- build time increased by 2

Anti-Aircraft Brigade(AA):
++ fire range increased from 1 up to 2

Artillery Brigade(EA):
- supply drain increased from 1 up to 2

Artillery Brigade(EA), Light Artillery(LA):
- ranged fire hit odds lowered by -5%

Heavy Artillery(HA):
+ hit points increased from 1 up to 2
(repaired by Cities, Warehouses)

MLRS: Deployed (KR):
+ fire range increased from 4 up to 5
- build time increased by 3

Marines(MA):
+ ranged fire defense odds increased by +5%

Hovercraft(HO):
+ can now spot Commandos at a range of 1
+ build time lowered by 2
(cannot spot dug-in Commandos)

Amphibious Personnell Carrier(UP):
+ build time lowered by 2
+ drain lowered by 1
. still requires full movement points to move into snow

Light Armor(AL):
+ build time lowered by 4
+ drain lowered by 2
- hit points lowered from 4 down to 3

Armor(AR):
+ build time lowered by 4
+ drain lowered by 2
. still requires full movement points to move into snow

Anti-Submarine Plane(AS):
- build time increased by 2

Boomer: Surfaced(BU):
+ moves at a speed of 3 in deep water

Missile Factory(MF):
+ supply drain lowered from 12 down to 10

Heavy Missile Factory(HF):
+ supply drain lowered from 16 down to 15


<<<>>>

Many subtle definition errors fixed.


<<<>>>

Enjoy!

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