Fluid's Multi Player Mod 2.0

Fluid's Multi Player Mod; showcase and support/discussion/questions/suggestions/reviews

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SirFluidHat
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Fluid's Multi Player Mod 2.0

Post by SirFluidHat » Thu Jul 16, 2009 4:24 pm

This file is now part of the BOTF All in One 1.0.0 installer

yo
Just wanted announce that my Mutliplayer mod is rdy :)
Its nothing fancy, just tried to balance things up for Multiplayer games abit.
So in short terms, more dillithium planets added, to evens it out abit.
Better chance to get bigger systems from start, no need for 20 restart :)
a Few advantage to Feds/Fergs/Roms.

So this mod is just about balancing things up in Mutliplayer games, makes better 1vs1 or FFA games even 2vs2 games will be better :)
It focus only on Tech 4 and Tech 5
Fluid's balanced MP Mod 1.3b


"Canges for 1vs1 or FFA"

1.The lack of planets with dillithium.
i have increased the % chanse from merly 10% up to 25%

2.Kling Kvort at Tech 5
To even out it abit for the other races particulary in 1vs1 games, i gave some of the other major races
more industri factories from start.
Also population cap has been changed abit on Ferenginar, Sol and Romulus.

3.Bad starting system
I canged the population limit on small/Med planets to abit higher.
so not as many restarts is needed anymore :)

"Federation"
Utopia now build with +800 industry.
Sol starts with 21 Mass Replicators.
Sol starts with 7 Databanks
Dreadnought have short range and moves 2.
At Tech 4 the Commandcruisers is abit more powerfull,so that they can compete with Rom/Cards/Kling Dest.

"Ferengis"
Tradecenter's gives a +1 Morale bonus and brings in +65% Credits.
Ferenginar starts with 21 Machin Guilds.
Franchise Office now gives 6 Trade Routes.
Marouders have short range and moves 2.
At Tech 4 the Warcruisers now uppgrades after 3 reseach breakthrues.

"Romulans"
Romulans Singularity Plant cost 400 energy to power up.
Organic Regenerators now gives a +1 Morale bonus.
Romulus starts with 21 Mark VIII Fabricators.
Strikecruisers now moves 2 (short range still)

"Cardassians"
Reeducation Centers now boost a morale +3
Labor Camps now give +35% bonus on industry.
Strikecruisers now moves 2 (Short range still).

"Klingons"
Mining Prisons gives no Moral penalty.
The Kvort is penelized with -5 Defence bonus and -5 on Beam Accuracy.
Strikcruisers now moves 2 (short range still).

"Shipchanges"
All "strike cruisers" have their Hull and Shields changed to reflect that they are buildt mainly for planet assoult.
(the old one could never bomb a planet without die to a Orbital batteries).so they are now good choise to use in Tech 5 .

"All minor ships" is changed and made more powerfull.
Raiders are more eqivelent with Tech 5 Detroyers/Raiders.
Cruisers are comparable with HC of Feds or cards.
This change i did so that Feds/Fergs could have a chanse to get some extra ships with diplomacy.
Kling/Roms and Cards could still kill them for battle experience.

You can now build the minors ships at their homeplanet once you member them.
The cost for minor ships is rised to Tech 5 cost.
And Sheliak/Talar and Pakleds now is more friendly to Kling/Cards and Roms.

"Starbases/Outposts" are alot more powerfull. wont affect MP to much anyway.
Regards //FluidHat







Fluid's Multi Player Mod 2.0
File size 2.18mb
hard drive space required 312mb
Last edited by SirFluidHat on Sat Jul 18, 2009 2:14 pm, edited 3 times in total.

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RSE_Dissy
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Post by RSE_Dissy » Thu Jul 16, 2009 4:37 pm

Mod is fully endorsed by me! All botfers who play multiplayer games alot should defo download this;

big up respek! o/

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RSE_Dissy
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Post by RSE_Dissy » Sat Jul 18, 2009 10:38 am

i believe there is an updated version of this mod after MP testing is it the same download URL ?
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thunderchero
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Post by thunderchero » Sat Jul 18, 2009 10:49 am

RSE_Dissy wrote:i believe there is an updated version of this mod after MP testing is it the same download URL ?
correct same link

thunderchero

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SirFluidHat
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Post by SirFluidHat » Sat Jul 18, 2009 2:18 pm

yo
I made some changes with Thundercheros help :)
and made a copy of the read me file so you can read about the changes in this mod.

I just want to thank Thunderchero for hes help, he is very good at modding :)

// Sir_FluidHat

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Lt Barklay
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Re: Fluid's Multi Player Mod 2.0

Post by Lt Barklay » Wed Dec 28, 2016 10:05 am

this is the most stable of the mods i have tried so far.
no more early game crash points killing off scouts and colony ships

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