Economic Fever Ultra

User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Economic Fever Ultra

Unread post by ReaperGamerYT »

Economic Fever Ultra

Changes:
- 2 new tools
- Colony Ultra (reduced Cooldown and you can place more than 3 colonies if you spam this tool)
- Ultra Decoy Turret (Places a Decoy Turret to distract enemies from your colonies this only has 10k HP)
- Rebalanced Spice Multipliers
- Spice Now Stacks to 750
- You can Now Sell 750 Items
- Wild Life Sanctuary can have 50 Creatures on 1 planet
- Max Storage per colony is now 25 instead of 10
- Home World now produces more spice (not better than colony but still better than before)
- Starting money for space stage is now 320,000
- Spice Storage multiplier is now 5
- Spice price changes
- Trade Routes are now 25
- Rebalanced Gift multiplier (Space Stage)
- Number of planets per solar system is now maxed at 17 and minimum of 5
- Interstellar drive range rebalanced
- Terraforming Tools costs less
- Weaponry Damages Changes
- Ally UFO Health Changes
- Enemy UFO Health Changes
- Uber Turret Projectile Rebalanced stats
- Grox now occupy 750 systems (requires Galaxy Reset)

- NoDisastersLessPirate Mod by @ThomasMHxDeaf was merged with this mod so No disasters Less Pirates
- Freelance20x Mod merged with this mod so mission gives more money
- RarePriceChanges Mod merged with this mod so Artifacts give more money
- SuperPowers Mod merged with this mod so architype abilities have less cooldown and gravitational wave and fanatical frenzy no longer breaks GA
- infinitePeaceandOthers Mod by @ThomasMHxDeaf was merged with this mod so you can have infinite colonization tools
- Empire Level 7 Mod by @ThomaxMHxDeaf was merged with this mod so Empire can go to level 7
(Note: i reverted the badge to be similar to the original to get level 7 empire your empire must occupy 100 or more systems)

This mod and the original Economic Fever was made by using Exend's space improvements and ThomasMHxDeaf's SpaceEconomy mod for the base, i changed a lot of stuff and added some stuff to it.
Attachments
EconomicFeverUltra (GA 5.1).package
(GA 5.1)
(1.41 MiB) Downloaded 71 times
EconomicFeverUltra (Bot Parts).package
(Bot Parts)
(1.41 MiB) Downloaded 33 times
Last edited by ReaperGamerYT on Sun Jul 17, 2022 2:43 am, edited 2 times in total.


I am nab
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Economic Fever Ultra

Unread post by ReaperGamerYT »

New Update

Changes:
Pulse weapon and it's upgrades now can lock on to spaceships
Bomb weapon and it's upgrades now has increased lob angle previously 60 now it's 75
Increased some Enemy UFO health
Increased the numbers of one of the pirate raid events (maybe the raider rally 1 not so sure though if that is the case raider rally is now stronger)
Attachments
EconomicFeverUltra (GA 5.1).package
EconomicFeverUltra (GA 5.1)
(1.41 MiB) Downloaded 22 times
EconomicFeverUltra (Bot Parts).package
EconomicFeverUltra (Bot Parts)
(1.41 MiB) Downloaded 21 times
I am nab
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Economic Fever Ultra

Unread post by ReaperGamerYT »

New Update

Changelog:
Building Cost in space stage rebalanced
DMG of Enemy and Allied Ships weapons rebalanced to support their high HP
Changed how many points needed to level up captain to only need 100 per level
Rebalanced Turrets
Raider Rally now definitely stronger than before
Attachments
EconomicFeverUltra (GA 5.1).package
EconomicFeverUltra (GA 5.1)
(723.09 KiB) Downloaded 25 times
EconomicFeverUltra (Bot Parts).package
EconomicFeverUltra (Bot Parts)
(723.09 KiB) Downloaded 19 times
I am nab
User avatar
DarkShurik3n
Cell
Cell
Posts: 6
Joined: Tue Sep 03, 2019 2:08 pm

Re: Economic Fever Ultra

Unread post by DarkShurik3n »

with your latest update the file size seems to have decreased down to half-ish? is this update an extension or the full thing?
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Economic Fever Ultra

Unread post by ReaperGamerYT »

DarkShurik3n wrote: Fri Jul 15, 2022 9:33 am with your latest update the file size seems to have decreased down to half-ish? is this update an extension or the full thing?
I just noticed that lol i have no idea what's up with that pretty sure it's should be the same but with extra changes idk why the file size is less
I am nab
User avatar
DarkShurik3n
Cell
Cell
Posts: 6
Joined: Tue Sep 03, 2019 2:08 pm

Re: Economic Fever Ultra

Unread post by DarkShurik3n »

I was playing and it seemed like it was everything though, I am curious if there will be infinite Staff of Life at some point. then again that might be too broken lol
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Economic Fever Ultra

Unread post by ReaperGamerYT »

DarkShurik3n wrote: Sat Jul 16, 2022 12:04 am I was playing and it seemed like it was everything though, I am curious if there will be infinite Staff of Life at some point. then again that might be too broken lol
Some one already made a mod for that
I am nab
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Galactic Warfare

Unread post by ReaperGamerYT »

i am renaming this mod to Galactic Warfare because of the amount of changes i added now

Changelog:
Spice per colony is now 50 instead of 25
New Weapon Upgrades for player ships
Rebalanced Building Health
Rebalanced amount of projectile turrets fire
Rebalanced player ufo health
Rebalanced Enemy and Ally UFO health
Renamed Raider Rally to Armada Rally (you will know why when you use it)
Rebalanced Player weapon dmg
Defending ships per colony/outpost/home world have not been increased
Rebalanced Mini-U architype ability cooldown
Minimum planets in a star system is now 10 instead of 5
Repair and Energy Refill now more expensive
Abduct and drop Cargo range increase


4 of @ThomasMHxDeaf's infinite tool mods have been merged with this mod (you can buy staff of life and now it's infinite and some other infinite tools)
Player badge empire 6 and 7 mod has been merged with this mod (badges for level 6 and 7 Empires)
NoJokerBadge has been merged with this mod (you don't get joker badge if you use cheats)
Sculptist's dream is now merged with this mod (reduces Cooldown for planet coloring and planet terraforming tools)
Colony Harbours also now merged with this mod (makes it possible to place colonies with a harbour)
YourInvasion mod has been merged with this mod (player empire can invade other empires)

This might be the final update i do for this mod so hope you enjoy.
Attachments
GalacticWarfare (GA 5.1).package
GalacticWarfare (GA 5.1)
(1.55 MiB) Downloaded 53 times
GalacticWarfare (BotParts).package
GalacticWarfare (BotParts)
(1.55 MiB) Downloaded 30 times
I am nab
User avatar
DarkShurik3n
Cell
Cell
Posts: 6
Joined: Tue Sep 03, 2019 2:08 pm

Re: Galactic Warfare

Unread post by DarkShurik3n »

ReaperGamerYT wrote: Sun Jul 17, 2022 3:23 am i am renaming this mod to Galactic Warfare because of the amount of changes i added now

Changelog:
Spice per colony is now 50 instead of 25
New Weapon Upgrades for player ships
Rebalanced Building Health
Rebalanced amount of projectile turrets fire
Rebalanced player ufo health
Rebalanced Enemy and Ally UFO health
Renamed Raider Rally to Armada Rally (you will know why when you use it)
Rebalanced Player weapon dmg
Defending ships per colony/outpost/home world have not been increased
Rebalanced Mini-U architype ability cooldown
Minimum planets in a star system is now 10 instead of 5
Repair and Energy Refill now more expensive
Abduct and drop Cargo range increase


4 of @ThomasMHxDeaf's infinite tool mods have been merged with this mod (you can buy staff of life and now it's infinite and some other infinite tools)
Player badge empire 6 and 7 mod has been merged with this mod (badges for level 6 and 7 Empires)
NoJokerBadge has been merged with this mod (you don't get joker badge if you use cheats)
Sculptist's dream is now merged with this mod (reduces Cooldown for planet coloring and planet terraforming tools)
Colony Harbours also now merged with this mod (makes it possible to place colonies with a harbour)
YourInvasion mod has been merged with this mod (player empire can invade other empires)

This might be the final update i do for this mod so hope you enjoy.
Will I need to restart my game if I swap out these files?
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Galactic Warfare

Unread post by ReaperGamerYT »

DarkShurik3n wrote: Sun Jul 17, 2022 9:58 am
ReaperGamerYT wrote: Sun Jul 17, 2022 3:23 am i am renaming this mod to Galactic Warfare because of the amount of changes i added now

Changelog:
Spice per colony is now 50 instead of 25
New Weapon Upgrades for player ships
Rebalanced Building Health
Rebalanced amount of projectile turrets fire
Rebalanced player ufo health
Rebalanced Enemy and Ally UFO health
Renamed Raider Rally to Armada Rally (you will know why when you use it)
Rebalanced Player weapon dmg
Defending ships per colony/outpost/home world have not been increased
Rebalanced Mini-U architype ability cooldown
Minimum planets in a star system is now 10 instead of 5
Repair and Energy Refill now more expensive
Abduct and drop Cargo range increase


4 of @ThomasMHxDeaf's infinite tool mods have been merged with this mod (you can buy staff of life and now it's infinite and some other infinite tools)
Player badge empire 6 and 7 mod has been merged with this mod (badges for level 6 and 7 Empires)
NoJokerBadge has been merged with this mod (you don't get joker badge if you use cheats)
Sculptist's dream is now merged with this mod (reduces Cooldown for planet coloring and planet terraforming tools)
Colony Harbours also now merged with this mod (makes it possible to place colonies with a harbour)
YourInvasion mod has been merged with this mod (player empire can invade other empires)

This might be the final update i do for this mod so hope you enjoy.
Will I need to restart my game if I swap out these files?
yes because some of the changes i made might not take effect like minimum of 10 planets in 1 system
I am nab
User avatar
James Arlwind
Hatchling
Hatchling
Posts: 1
Joined: Wed Jul 20, 2022 3:49 am

Re: Galactic Warfare

Unread post by James Arlwind »

ReaperGamerYT wrote: Sun Jul 17, 2022 3:23 am i am renaming this mod to Galactic Warfare because of the amount of changes i added now

Changelog:
Spice per colony is now 50 instead of 25
New Weapon Upgrades for player ships
Rebalanced Building Health
Rebalanced amount of projectile turrets fire
Rebalanced player ufo health
Rebalanced Enemy and Ally UFO health
Renamed Raider Rally to Armada Rally (you will know why when you use it)
Rebalanced Player weapon dmg
Defending ships per colony/outpost/home world have not been increased
Rebalanced Mini-U architype ability cooldown
Minimum planets in a star system is now 10 instead of 5
Repair and Energy Refill now more expensive
Abduct and drop Cargo range increase


4 of @ThomasMHxDeaf's infinite tool mods have been merged with this mod (you can buy staff of life and now it's infinite and some other infinite tools)
Player badge empire 6 and 7 mod has been merged with this mod (badges for level 6 and 7 Empires)
NoJokerBadge has been merged with this mod (you don't get joker badge if you use cheats)
Sculptist's dream is now merged with this mod (reduces Cooldown for planet coloring and planet terraforming tools)
Colony Harbours also now merged with this mod (makes it possible to place colonies with a harbour)
YourInvasion mod has been merged with this mod (player empire can invade other empires)

This might be the final update i do for this mod so hope you enjoy.
In terms of the mod merging, does this render the individual mods incompatible if I have those installed already or does it not affect anything because they're the same files?
User avatar
DarkShurik3n
Cell
Cell
Posts: 6
Joined: Tue Sep 03, 2019 2:08 pm

Re: Galactic Warfare

Unread post by DarkShurik3n »

James Arlwind wrote: Wed Jul 20, 2022 4:39 am
In terms of the mod merging, does this render the individual mods incompatible if I have those installed already or does it not affect anything because they're the same files?

As far as I know it should considering they would run the same root. Though that might only be a problem if anything was different in those roots and I think there might be with all the rebalancing.

Also I'm not sure how much I like it that nearly every city explodes when I'm conquering nations.
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Galactic Warfare

Unread post by ReaperGamerYT »

DarkShurik3n wrote: Thu Jul 21, 2022 7:58 am
James Arlwind wrote: Wed Jul 20, 2022 4:39 am
In terms of the mod merging, does this render the individual mods incompatible if I have those installed already or does it not affect anything because they're the same files?

As far as I know it should considering they would run the same root. Though that might only be a problem if anything was different in those roots and I think there might be with all the rebalancing.

Also I'm not sure how much I like it that nearly every city explodes when I'm conquering nations.
i made a personal copy for myself that let's you capture cities without destroying them but the main building (city hall) in the center would not take damage so i tend not to use it for accuracy proposes but you are free to download a mod that does that although it might conflict with my mod and crash your game.
I am nab
User avatar
ReaperGamerYT
Creature
Creature
Posts: 38
Joined: Fri Jun 24, 2022 6:20 am

Re: Galactic Warfare

Unread post by ReaperGamerYT »

DarkShurik3n wrote: Thu Jul 21, 2022 7:58 am
James Arlwind wrote: Wed Jul 20, 2022 4:39 am
In terms of the mod merging, does this render the individual mods incompatible if I have those installed already or does it not affect anything because they're the same files?

As far as I know it should considering they would run the same root. Though that might only be a problem if anything was different in those roots and I think there might be with all the rebalancing.

Also I'm not sure how much I like it that nearly every city explodes when I'm conquering nations.
but you can go to your empire colony or homeworld and ask them to invade other planets so you can capture systems
I am nab
Post Reply Previous topicNext topic

Return to “» Stage - Space”