Updates my mod mix to 1.1 after the data patch. Primarily a spymod and techspeed mod now - hopefully we can get an updated covertops and encyclopedia added back in soon.
=======================================
Available here: http://www.moo3mods.com/modules.php...download&cid=16
=======================================
DevelopmentPlans.txt
Corrected Planetary Defense and infrastructure lines (Planetary Defense change may be pointless, looks like it's been removed from dev plans)
Governmodifiers.txt
Changed GovChange modifiers to triple the unrest modifiers for a government change. This allows players to change within their government series with some serious unrest, but makes changes outside the series the probable source of a civil war. When your HFofGov gets completely out of hand, this tool is available, but better use it sparingly.
Racemodifiers.txt
Added Aptitude back into the racepicks
Added Economics back into racepicks, changing bonuses to HFofGovt, SpcePort, mTaxColl
Adjusted cunning to give spies more life
Randomevents.txt
Removed Leader Killed Event
SpyBuilding.txt
Raised queue for building spies from 4 to 12
Reduced base cost of spies from 100 to 30 and Increased cost of spies in the field (since the cost of spies is applied immdeiately when selected and I tripled the queue, I cut the recuitment cost to 1/3 and tripled the cost of using the spies after they're built)
Increased reserve spies per oppressometer point from 5 to 8 (since spybuild times have been reduced about 30%-50%, adds about 50% to defensive spies as well)
SpyMissions.txt
Removed the kill leader mission
Added a Diplomatic Mission, in which diplomatic spies improve CB by planting the right stories and information and greasing the right palms.
Moved all destruction missions over to the military spy list
Added "Laying Low" missions for each type of spy that should support ongoing spy missions (reduces resistance to inflitration and spy ops)
Added ship and army destruction missions for military spies
Added HFofGov increase mission for Political Spies
Added Incite Revolution Mission for Political Spies
Added BioHarvest and Mine Production Sabotage missions for Economic Spies
Added Research sabotage mission for Science Spies
SitRep.txt
Added new spy missions
wsspy.txt
Added new spy missions
StartShips.txt
Added starting orbitals to give the AI some defense against a player rush in the early game
Techtables.txt
Slowed down all research. 2500 base.
TaskForceRules.txt
Cut ship speed for IF and Carrier ships to 33% - should result in more powerful AI ships
Edit: Minor update 4/11/03 1 PM, correcting typo that left carriers at full speed.
=======================================
Available here: http://www.moo3mods.com/modules.php...download&cid=16
=======================================
DevelopmentPlans.txt
Corrected Planetary Defense and infrastructure lines (Planetary Defense change may be pointless, looks like it's been removed from dev plans)
Governmodifiers.txt
Changed GovChange modifiers to triple the unrest modifiers for a government change. This allows players to change within their government series with some serious unrest, but makes changes outside the series the probable source of a civil war. When your HFofGov gets completely out of hand, this tool is available, but better use it sparingly.
Racemodifiers.txt
Added Aptitude back into the racepicks
Added Economics back into racepicks, changing bonuses to HFofGovt, SpcePort, mTaxColl
Adjusted cunning to give spies more life
Randomevents.txt
Removed Leader Killed Event
SpyBuilding.txt
Raised queue for building spies from 4 to 12
Reduced base cost of spies from 100 to 30 and Increased cost of spies in the field (since the cost of spies is applied immdeiately when selected and I tripled the queue, I cut the recuitment cost to 1/3 and tripled the cost of using the spies after they're built)
Increased reserve spies per oppressometer point from 5 to 8 (since spybuild times have been reduced about 30%-50%, adds about 50% to defensive spies as well)
SpyMissions.txt
Removed the kill leader mission
Added a Diplomatic Mission, in which diplomatic spies improve CB by planting the right stories and information and greasing the right palms.
Moved all destruction missions over to the military spy list
Added "Laying Low" missions for each type of spy that should support ongoing spy missions (reduces resistance to inflitration and spy ops)
Added ship and army destruction missions for military spies
Added HFofGov increase mission for Political Spies
Added Incite Revolution Mission for Political Spies
Added BioHarvest and Mine Production Sabotage missions for Economic Spies
Added Research sabotage mission for Science Spies
SitRep.txt
Added new spy missions
wsspy.txt
Added new spy missions
StartShips.txt
Added starting orbitals to give the AI some defense against a player rush in the early game
Techtables.txt
Slowed down all research. 2500 base.
TaskForceRules.txt
Cut ship speed for IF and Carrier ships to 33% - should result in more powerful AI ships
Edit: Minor update 4/11/03 1 PM, correcting typo that left carriers at full speed.