Unleashed Extended I & II
RE: Unleashed Extended I & II
Name ideas (feel free to ignore them all!)
UE II Never Retreat (by Retreat1970)
UE II Moar!
Beyond UE II
UE II and Beyond!
Unleashed Hyper-Extended
Ultimate Unleashed Extended
...
UE II Never Retreat (by Retreat1970)
UE II Moar!
Beyond UE II
UE II and Beyond!
Unleashed Hyper-Extended
Ultimate Unleashed Extended
...
- Retreat1970
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RE: Unleashed Extended I & II
At the moment I think I will just post it here. I'm not the best writer or explainer of any idea.
Basically this mod is UE2 with a unique AI improvement mod. It is hard. There is a readme in the mod folder.
Mordachai, if you want to do anything with this, that's fine. I made this mod for me, so I'm not too worried if anyone else plays it.
http://www.mediafire.com/download/1byh8 ... reatUE.zip
Basically this mod is UE2 with a unique AI improvement mod. It is hard. There is a readme in the mod folder.
Mordachai, if you want to do anything with this, that's fine. I made this mod for me, so I'm not too worried if anyone else plays it.
http://www.mediafire.com/download/1byh8 ... reatUE.zip
-
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Armor Research
EDIT Nevermind, found it...I was blind lol
- Hattori Hanzo
- Posts: 757
- Joined: Mon Mar 21, 2011 12:40 pm
- Location: Okinawa
- Contact:
RE: Armor Research
EDIT Nevermind, found it...I was blind lol
????? [&:]
RE: Unleashed Extended I & II
Hey Retreat1970
I'm considering starting a new DW game, and I was thinking of doing it with your mod. It's really cool that you gave the AI research orders and such, that must've been a lot of work, thank you! I do have a question: the UEII mod had the problem of the economy being boosted a bit much, making some of the races a bit over the top; have you changed this or left the economy as it was in UEII?
Thanks again for your efforts, both you and Mordachai
I'm considering starting a new DW game, and I was thinking of doing it with your mod. It's really cool that you gave the AI research orders and such, that must've been a lot of work, thank you! I do have a question: the UEII mod had the problem of the economy being boosted a bit much, making some of the races a bit over the top; have you changed this or left the economy as it was in UEII?
Thanks again for your efforts, both you and Mordachai

- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: Unleashed Extended I & II
I left the UE2 economy alone. This boosts the player way more than the AI. One of the issues with the economy AI is that it doesn't spend money wisely or sufficiently. The AI doesn't boost research, and it doesn't buy more ships. There seems to be a correlation between population amount and total firepower. Fleets seem to be capped somehow. I did however see the value of the AI with excess money just for the safety they have money for building and upgrades.
You can however edit the government txt file, and adjust to how you want to play.
You can however edit the government txt file, and adjust to how you want to play.
RE: Unleashed Extended I & II
Indeed! As Retreat indicates - just degrade the governments - that's how I boosted the economy (boosts apply to AI - just AI isn't the brightest). But if you reduce the planetary income values for each government type, then your economy will subside. You can compare the file with the one from vanilla or from UEI. don't use the vanilla or UEI file! UEII adds one or two more government types - so you need to edit that file (I suggest you look at BeyondCompare - it's free for non-commercial use or for a while anyway - and it makes editing & comparing such files a breeze!)
I'm of the "moar is better" camp - or maybe I'm not too bright with this game - whatever the case, I find the boosted economy to make my games go more smoothly - I don't often get runaway wins - usually I'm still struggling vs. the AIs, so it just depends on your play style.
You can always degrade your economy by choosing the least economically successful government type for your game. That will self-nerf you vs. the AIs. Or similarly, don't boost your research, etc. You have choices, is what I'm saying
EDIT: Retreat's version of UEII added to OP. Thanks Retreat1970!!!!!
I'm of the "moar is better" camp - or maybe I'm not too bright with this game - whatever the case, I find the boosted economy to make my games go more smoothly - I don't often get runaway wins - usually I'm still struggling vs. the AIs, so it just depends on your play style.
You can always degrade your economy by choosing the least economically successful government type for your game. That will self-nerf you vs. the AIs. Or similarly, don't boost your research, etc. You have choices, is what I'm saying

EDIT: Retreat's version of UEII added to OP. Thanks Retreat1970!!!!!

RE: Unleashed Extended I & II
Alrighty, I'll start tinkering with those government files a little if need be. Also really curious what you come up with for UEIII! Thank you kindly, both of you 

RE: Unleashed Extended I & II
Here's my notes for III:
Hiigarans correctly have desert world priority / bonuses
Hyperdrives are in the correct order (quick/slow, medium/medium, laggy/fast)
Added Advanced versions of all hyperdrives
Fixed errors in napoar race file (duplicate entries)
There are now three distinct lines of reactors:
Fusion (good capacity, low output rate, good fuel efficiency)
Casalon (decent capacity, decent output rate, decent efficiency)
Helium (okay capacity, great output rate, worst efficiency)
Top-end reactor (quantum) is now hydrogen based, and fantastic efficiency & output & capcity (but an extra tier more expensive)
Many tweaks to balance of hyperdrives and reactors to give a better relationship amongst them
Revamped colonization research & bonuses:
Ocean, Desert, Continental, and Marsh/Jungle all have affinity, with Ice and Volcanic being more difficult to research and produce colonizers on
Ice has affinity with Ocean, Desert, and Continental, with Marsh and Volcanic being more difficult to research and produce colonizers on
Volcanic has affinity with Marsh, Desert, and Continental, with Ocean and Ice being more difficult to research and produce colonizers on
* Overall, colonization research is cheaper - you should be able to expand a bit easier
All races use fighters!
All race policies updated to prioritize the correct techs, below, in addition to fighters,
All race design templates updated to align with the following tech-design priorities:
ackdarian torpedo
atuuk rail gun
banoserit phaser
boskara torpedo (point blank + suicidal)
caleph torpedo (racial fighters)
dhayut rail gun
enton gravitic weapons
gizurean beam + bombard (point blank + suicidal)
haakonish gravitic weapons
hiigaran rail gun
human missile
ikkuro phaser
jintus rail gun
keskudon torpedo + bombard (point blank + suicidal)
ketarov gravitic weapons
kiadian torpedo
lemeresh phaser
lipid phaser + ion + boarding pods
mechanoid beam (point blank)
mortalen missile
napoar missile
naxxilian phaser
ortain rail gun
paratis missile
phaerax beam + bombard (point blank + suicidal)
quameno gravitic weapons
riktoh missile
securan torpedo
shakturi torpedo (racial) (point blank + suicidal) (implicit bombard)
shandar missile
sluken beam + bombard (point blank + suicidal)
tairoshan phaser
tarapin missile
teekan torpedo
ungari phaser
visareen missile
wekkarus beam (racial) (point blank)
xhuman gravitic weapons
yl'ta beam + bombard (point blank + suicidal)
yor phaser (racial)
zenox torpedo
Hiigarans correctly have desert world priority / bonuses
Hyperdrives are in the correct order (quick/slow, medium/medium, laggy/fast)
Added Advanced versions of all hyperdrives
Fixed errors in napoar race file (duplicate entries)
There are now three distinct lines of reactors:
Fusion (good capacity, low output rate, good fuel efficiency)
Casalon (decent capacity, decent output rate, decent efficiency)
Helium (okay capacity, great output rate, worst efficiency)
Top-end reactor (quantum) is now hydrogen based, and fantastic efficiency & output & capcity (but an extra tier more expensive)
Many tweaks to balance of hyperdrives and reactors to give a better relationship amongst them
Revamped colonization research & bonuses:
Ocean, Desert, Continental, and Marsh/Jungle all have affinity, with Ice and Volcanic being more difficult to research and produce colonizers on
Ice has affinity with Ocean, Desert, and Continental, with Marsh and Volcanic being more difficult to research and produce colonizers on
Volcanic has affinity with Marsh, Desert, and Continental, with Ocean and Ice being more difficult to research and produce colonizers on
* Overall, colonization research is cheaper - you should be able to expand a bit easier
All races use fighters!
All race policies updated to prioritize the correct techs, below, in addition to fighters,
All race design templates updated to align with the following tech-design priorities:
ackdarian torpedo
atuuk rail gun
banoserit phaser
boskara torpedo (point blank + suicidal)
caleph torpedo (racial fighters)
dhayut rail gun
enton gravitic weapons
gizurean beam + bombard (point blank + suicidal)
haakonish gravitic weapons
hiigaran rail gun
human missile
ikkuro phaser
jintus rail gun
keskudon torpedo + bombard (point blank + suicidal)
ketarov gravitic weapons
kiadian torpedo
lemeresh phaser
lipid phaser + ion + boarding pods
mechanoid beam (point blank)
mortalen missile
napoar missile
naxxilian phaser
ortain rail gun
paratis missile
phaerax beam + bombard (point blank + suicidal)
quameno gravitic weapons
riktoh missile
securan torpedo
shakturi torpedo (racial) (point blank + suicidal) (implicit bombard)
shandar missile
sluken beam + bombard (point blank + suicidal)
tairoshan phaser
tarapin missile
teekan torpedo
ungari phaser
visareen missile
wekkarus beam (racial) (point blank)
xhuman gravitic weapons
yl'ta beam + bombard (point blank + suicidal)
yor phaser (racial)
zenox torpedo
RE: Unleashed Extended I & II
Loving these changes, tons of new toys to play with!
Especially loving the decision to make all races use fighters, it's fun having to incorporate sufficient flak in your designs
Especially loving the decision to make all races use fighters, it's fun having to incorporate sufficient flak in your designs

RE: Unleashed Extended I & II
I'm working on this mod and another one for Sword of the Stars. Hoping to get them both ready to publish for this weekend. If not, next week for sure.
- Hattori Hanzo
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- Joined: Mon Mar 21, 2011 12:40 pm
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- Contact:
RE: Unleashed Extended I & II
...and another one for Sword of the Stars
this one seem very interesting to me [8D]
RE: Unleashed Extended I & II
ORIGINAL: mordachai
I'm working on this mod and another one for Sword of the Stars. Hoping to get them both ready to publish for this weekend. If not, next week for sure.
Is this for SOTS 1 or 2 ?
Which one is the better with mods ?
Awesome Sauce!
Retreat1970:
I have downloaded RetreatUE and have to say that it is, simply put, top notch!
The scenario is Extreme/Chaos, pre-warp, 1000-star, 10x10, 16 AI, Expensive Research, playing as Hiigaran... I m loving everything about your Mod. Thanks a ton![&o]
I have downloaded RetreatUE and have to say that it is, simply put, top notch!

The scenario is Extreme/Chaos, pre-warp, 1000-star, 10x10, 16 AI, Expensive Research, playing as Hiigaran... I m loving everything about your Mod. Thanks a ton![&o]
RE: Unleashed Extended I & II
The other mod I referred to is "Bastard Sword of the Stars 2.0" for Sots prime (Sots ][ is terrible).
If you're interested, go here.
If you're interested, go here.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: Awesome Sauce!
ORIGINAL: Twigster
Retreat1970:
I have downloaded RetreatUE and have to say that it is, simply put, top notch!
The scenario is Extreme/Chaos, pre-warp, 1000-star, 10x10, 16 AI, Expensive Research, playing as Hiigaran... I m loving everything about your Mod. Thanks a ton![&o]
Thank you.
- Radishgast
- Posts: 24
- Joined: Fri Jun 20, 2014 5:08 pm
RE: Unleashed Extended I & II
ORIGINAL: mordachai
I'm working on this mod and another one for Sword of the Stars. Hoping to get them both ready to publish for this weekend. If not, next week for sure.
Looking forward to your update! I adore your mod!
RE: Unleashed Extended I & II
And here I thought SotS Prime was long-dead... will give this a try as well, and thanks! 

RE: Unleashed Extended I & II
are the government income bonuses the only ones the ai gets? I really hate micromanaging, and the game is already a micromanaging fest without giving the ai enough resources to flood the screen with ships. I also end up with bazillions in cash and can't get rid of it even though I crash research everything.
though it was interesting to see lipids attack my colonies with 120 ships each & troops worth ~300k strength.. even though they only had two planets
.
though it was interesting to see lipids attack my colonies with 120 ships each & troops worth ~300k strength.. even though they only had two planets

RE: Unleashed Extended I & II
The governments is what I altered, in terms of economy.
This mod massively alters the research costs - I included a couple different files with different cost-slopes in them - the default one is a climb of x3 / increment. However, there is another that is x^1.5, which is a much steeper cost-slope. Take a look in the root of my mod-folder and you'll see research (3x slope).txt and research (x^1.5 slope).txt.
If you prefer the more expensive slope - just backup research.txt, and copy research (x^1.5 slope).txt to research.txt and start a new game.
This mod massively alters the research costs - I included a couple different files with different cost-slopes in them - the default one is a climb of x3 / increment. However, there is another that is x^1.5, which is a much steeper cost-slope. Take a look in the root of my mod-folder and you'll see research (3x slope).txt and research (x^1.5 slope).txt.
If you prefer the more expensive slope - just backup research.txt, and copy research (x^1.5 slope).txt to research.txt and start a new game.