UltraDB v27.1 03/25/17 - Balance Tweaks

UltraDB v27.1 03/25/17 - Balance Tweaks

Postby Oblivion » Sun Feb 12, 2017 2:04 am

UltraDB.zip" can be downloaded at:

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

(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 4.012+)
(http://www.killerbeesoftware.com/kbsgames/patches/)
(You can use "UltraDBSmall.zip" if you don't want the extra sounds)

***************
***************
** Working on UltraDB has been a labor of love over many years.
** If you've enjoyed playing games of EDEE using the UltraDB mod
** please consider making a $5 donation electronically via Pay Pal
**
** at: https://www.paypal.com/myaccount/transfer/send
** to: empireaddict@hotmail.com
**
** or physically mail a donation to:
**
** P.O. Box 76223
** Atlanta, GA 30358
**
** Your support is appreciated and happy gaming!
***************
***************

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 15+ BUY POINTS FOR PURCHASING A STARTING ARMY.

THERE IS NO NEED TO JACK UP UNIT BUILD SPEED IF YOU START WITH THESE SETTINGS. 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.



<<< 03/25/2017 >>>
UltraDB v27.1


<<< Balance Changes >>>

Light Engineer(EL):
+ build time lowered from 7/6 down to 6/5
+ movement range increased from 70 up to 80

Supply Train(RS):
+ portage cost lowered from 3 down to 2

Train(RR):
+ build time lowered from 10/9 down to 9/8
+ portage cost lowered from 5 down to 3
+ portage capacity increased from 10 up to 12

Bullet Train(RB):
+ build time lowered from 14/12 down to 12/10
+ portage cost lowered from 4 down to 3



<<< 02/11/2017 >>>
UltraDB v27.0


<<< General Changes >>>

- Weather effects have been turned off in the Ultra1v1Config game config file.
(The player who goes last is at an unfair disadvantage in trying to leverage weather effects)

- Units are no longer given a buy point discount at the start of the game. Only structures receive a 50% discount.
- There are no longer any units that can be bought at the start of a game that are capable of capturing a City.

- Non-mechanized indirect fire units and mechanized indirect fire units now have 10 less movement range in their deployed form compared to thier mobile form.
(This is to model the fact that these units carry less ammunition than their movement range would imply)

- The movement cost for moving into hills for most mechanized units was increased from 2 up to 3
(TW, ZB, ZX, ZF, ZZ were unaffected)


<<< Balance Changes >>>

<< Infantry >>

Light Infantry(LI), Infantry(IN), Paratroopers(PA), Mountain Troops(MT), Marines(MA):
- being dug-in no longer reduces supply drain by 1

Light Engineer(EL):
+ build time lowered from 8/7 down to 7/6
- can no longer build Fortifications
- can no longer repair Fortifications nor Fortresses

Engineer(EN):
+ build time lowered from 12/10 down to 10/9
- dug-in supply drain increased from 2 up to 3
(still lower than non-dug in supply drain of 4)

Commando(CO):
++ can now capture Cities (they are consumed by capturing)
+ build time lowered from 8/7 down to 7/6
- attack odds vs Cities, Fortifications, and Fortresses lowered by -10%
- no longer droppable into shallow water
- can only board/disembark/bombard attack out of Submarines if they're surfaced

Light Infantry(LI):
++ are no longer consumed by capturing a City.
+ combat odds vs other infantry types units and structures improved by +5% (still -10% vs mechanized units compared to regular Infantry)

Infantry(IN)/Paratroopers(PA):
+ build time lowered from 10/8 down to 8/7

Mountain Troops(MT), Marines(MA):
+ build time lowered from 12/10 down to 10/9


<< Indirect Fire >>

AA Brigade(AA):
+ build time lowered from 6/5 down to 5/4

AA Battery(AY):
+ build time lowered from 8/7 down to 7/6
- defensive fire attack range lowered from 4 down to 3

SAM Launcher(SL):
+ attack damage increased from 1 up to 2

AT Brigade(AT):
+ build time lowered by 6/5 down to 5/4
+ siege defense bonus in Cities increased from +10% up to +15%

Artillery Brigrade(EA):
+ build time lowered from 10/8 down to 8/7

Light Artiller(LA):
+ build time lowered from 14/12 down to 12/10
- buttoned supply drain increased from 1 up to 2


<< Trains >>

Supply Train(RS):
+ move speed increased from 4 up to 6

Train(RR):
+ move speed increased from 5 up to 6
- build time increased from 8/7 up to 10/9

Bullet Train(RB):
+ move speed increased from 6 up to 8
- build time increased from 10/9 up to 14/12


<< Trucks >>

Truck(TK), Refueling Truck(TU):
+ build time lowered from 8/7 down to 7/6
+ move speed increased from 4 up to 5
- movement cost of desert, forest, hills, and snow increased by 1

Refueling Truck(TU):
+ supply drain lowered from 4 down to 3

Launching Truck(TL):
+ movement cost of snow lowered from 3 down to 2
- movement cost of forest and hills increased from 2 up to 3
- can no longer carry/launch satellites

Heavy Missile Truck(TM):
- portage capacity lowered from 4 down to 3
- can no longer carry/launch satellites


<< Mechanized >>

Half Track(TW):
+ build time lowered from 12/10 down to 10/9
- can no longer carry Marines

Armored Personnel Carrier(AP):
+ build time lowered from 16/14 down to 14/12
- can no longer carry Paratroopers, Mountain Troops, nor Marines
- movement cost in snow increased from 2 up to 3

Light Armor(AL):
- movement cost in snow increased from 2 up to 3

Armor(AR):
- packed portage cost increased from 3 up to 4

Mechanized Bridge Layer(ZB), Mechanized Mine Layer(ZX):
+ build time lowered from 10/9 down to 8/7

Mechanized Anti-Aircraft(ZF):
++ can now move attack ground targets roughly equal to a Half Track. (this means ZF are now capable of capturing cities)

Mechanized Anti-Aircraft: Target Search(TF):
- ranged fire attack range lowered from 5 back down to 4

Mechanized SAM(ZZ):
+ attack damage increased from 1 up to 2

Mechanized Artillery(ZY):
+ build time lowered from 20/18 down to 18/16

MLRS(ML):
+ ranged fire attack odds increased by +10%
- now suffers fatigue in fire
- movement cost of ranged fire increased from 2 up to 3


<< Surface Ships >>

Landing Craft(LR):
+ can now ranged fire upon threatening aircraft with a range of 1 square equal to an AA Brigade -10%
(can fire upon AH, HE, HH, FO, FV, FB, FI, BL, BT)

Seabees(SB):
- can no longer carry land units (can still carry smaller sized ships to refuel them)

Gunboat(GB):
+ build time lowered from 16/14 down to 14/12
+ spotting distance for Cities to detect it lowered from 3 down to 2
- can no longer carry Light Infantry (can only carry Commandos now)

Corvette(CV), Surfaced Sub(SU), Frigate(DE), Destroyer(DD), Guided Missile Cruiser(CG):
+ ranged fire attack odds vs ground targets improved by +5%

Guided Missile Cruiser(CG):
- anti-aircraft attack odds lowered by -5% to be equal to destroyer

Light Cruiser(CL):
+ ranged fire damage increased from 1 up to 2

Heavy Cruiser(CR):
+ ranged fire range increased from 5 up to 6
+ ranged fire damage increased from 1 up to 2
+ anti-air attack odds set equal to SAM launcher or Mechanized AA +10% whichever is higher
(the Heavy Cruiser is assumed to be using anti-air missiles in its attacks on aircraft or its myriad of AA guns if firing upon stealthy targets)

Battlecruiser(BC), Battleship(BB):
+ ranged fire damage increased from 2 up to 3


<< Submarines >>

Submarine(SU):
+ surfaced ranged fire attack odds vs ground units set equal to Frigate up from Corvette
+ surfaced spotting distance for enemies to detect it set equal to Corvette down from Frigate
(makes it a little easier to insert Commandos into enemy territory without being detected now that submarines must surface in order for Commandos to disembark)

Advanced Submarine(UU):
+ hit point increased from 2 up to 3
- build time increased from 20/18 up to 22/20

Boomer(BU):
+ hit points increased from 3 up to 4
- portage capacity lowered from 10 down to 8
(this is actually a net increase in carrying capacity for LM/SN since thier portage cost was reduced from 2 down to 1)


<< Helicopters >>

Sea Helicopter(SH):
+ build time lowered from 8/7 down to 7/6
+ can now carry Commandos
- can no longer carry Anti-Ship Missiles

Attack Helicopter(AH):
+ build time lowered from 16/14 down to 14/12
+ supply drain lowered from 6 down to 5

Helicopter(HE):
+ build time lowered from 18/16 down to 16/14
+ supply drain lowered from 6 down to 5
- can no longer carry Marines


<< Fixed Wing >>

Recon Drone(RD):
+ build time lowered from 6/5 down to 5/4

Stealth Drone(RX):
+ build time lowered from 10/8 down to 8/7

Hawkeye(HW):
+ build time lowered from 12/10 down to 10/9
+ move speed increased from 7 up to 8

AWAC(AW):
+ move speed increased from 8 up to 9

SR-71(SR):
+ satellite/ground based radar detection distance roughly cut in 1/2

Heavy Air Transport(HT):
+ portage capacity increased from 5 up to 6
+ movement speend increased from 8 up to 9
- turns aloft lowered from 24 down to 22
- supply drain increased from 5 up to 6

VTOL Fighter(FV):
+ move speed increased from 8 up to 9
- turns aloft lowered from 7 down to 6

Fighter Bomber(FB):
+ air search radar radius increased from 4 up to 5
+ air defense odds vs anti-air missiles improved by -5% (70% -> 65%)

Wild Weasel(FW):
+ air search radar radius increased from 4 up to 5
- air defense odds vs anti-air missiles worsened by +5% (30% -> 35%)

Interceptor(FN):
+ move speed increased from 11 up to 12
- turns aloft lowered from 6 down to 5 (orbital mode (FY) kept at 6)

Fighter(FI):
+ air defense odds vs anti-air missiles improved by -5% (65% -> 60%)
+ move speed increased from 10 up to 11
- build time increased from 16/14 up to 18/16

Advanced Fighter(FA):
- turns aloft lowered from 8 down to 7
- build time increased from 22/19 up to 24/22

Stealth Figher (FX):
+ move speed increased from 7 up to 9
- turns aloft lowered from 8 down to 7
- build time increased from 18/16 up to 20/18
- attack odds vs Fortifications(FC)/Forts(FT) lowered by -5%

Tactical Bomber(BL):
+ build time lowered from 20/18 down to 18/16
+ supply drain lowered from 7 down to 6

Torpedo Bomber(BT):
+ supply drain lowered from 6 down to 5
- portage capacity lowered from 3 down to 2
- attack odds vs ships lowered by -10%

Strategic Bomber(BO):
+ build time lowered from 28/25 down to 24/22
+ move speed increased from 8 up to 9
+ supply drain lowered from 9 down to 8
- turns aloft lowered from 24 down to 22
- portage capacity lowered from 3 down to 2

Advanced Bomber(BA):
+ build time lowered from 36/32 down to 32/29
+ move speed increased from 10 up to 11
+ supply drain lowered from 10 down to 9

Stealth Bomber(BX):
+ build time lowered from 44/39 down to 40/36
+ move speed increaded from 8 up to 9
+ portage capacity increased from 2 up to 3
+ supply drain lowered from 8 down to 7
- turns aloft lowered from 24 down to 22


<< Small Missiles >>

Anti-Ship Missile(VS):
+ attack damage increased from 1 up to 2
+ attack odds vs Corvettes/Destroyers increased by +5%
- build time increased from 6/5 up to 8/7

Anti-Ground Missiles(VG):
+ attack odds increased by +10%


<< Heavy Missiles / Nukes >>

Long Range Missile(LM):
+ build time lowered from 15/13 down to 12/10
+ portage cost lowered from 2 down to 1

Short Range Nuke(SN):
+ build time lowered from 30/27 down to 24/21
+ portage cost lowered from 2 down to 1

Long Range Nuke(LN):
+ build time lowered from 45/41 down to 36/32
+ portage cost lowered from 4 down to 3

Nuclear Bomb(NB):
+ build cost lowered from 16/14 down to 14/12


<< Orbital >>

Scount Satellite(SC):
+ build time lowered from 18/16 down to 16/14
+ air spotting radius increased from 0 up to 2 (stealthy aircraft are harder to spot)
- ground/orbital spotting radius lowered from 9 down to 8

Advanced Satellite(SA):
+ air spotting radius increased from 0 up to 3 (stealthy aircraft are harder to spot)
+ hit points increased from 1 up to 2
+ move speed increased from 7 up to 8

Armed Satellite(ST):
+ build time lowered from 24/21 down to 20/18
- ranged fire range lowered from 8 down to 7
- orbital spotting range lowered from 12 down to 10

Missile Satellite(SI):
+ build time lowered from 24/21 down to 20/18
+ can now carry Short Range Missiles
- movement speed lowered from 7 down to 6
- orbital spotting range lowered from 12 down to 10

Killer Satellite(SK):
+ build time lowered from 36/32 down to 30/27
+ move speed increased from 7 up to 8
+ can now carry Short Range Missiles
- ranged fire range lowered from 10 down to 9
- orbital spotting range lowered from 15 down to 12

Orbital Retriever(OR):
- can no longer carry Anti-Orbital Missiles


<< Structures >>

Train Station(TS):
+ build time of Supply Train lowered from 12/10 down to 10/9
+ build time of Train lowered from 16/14 down to 14/12
+ build time of Bullet Train lowered from 20/18 down to 18/16

Airbase(AB):
+ build time of Recon Drones lowered from 12/10 down to 10/9

Port(PT):
+ build time of Transports lowered from 27/24 down to 24/21

Missile Factory(MF):
- supply drain increased from 12/3 up to 16/4 (equal to Heavy Missile Factory)

Fortification(FC):
+ supply drain lowered from 2 down to 1
- can no longer refuel Light Infantry, Artillery Brigades, Light Artillery, SAM Launchers
(still refuels AA/AT Brigades, AA Batteries, Commandos)

Fortress(FT):
- build time increased from 20 up to 24


<<< Donation Info >>>

***************
***************
** Working on UltraDB has been a labor of love over many years.
** If you've enjoyed playing games of EDEE using the UltraDB mod
** please consider making a $5 donation electronically via Pay Pal
**
** at: https://www.paypal.com/myaccount/transfer/send
** to: empireaddict@hotmail.com
**
** or physically mail a donation to:
**
** P.O. Box 76223
** Atlanta, GA 30358
**
** Your support is appreciated and happy gaming!
***************
***************
Oblivion
 
Posts: 5
Joined: Wed Mar 19, 2014 3:15 am

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