BlueTemplar's Balance Mod

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BlueTemplar
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BlueTemplar's Balance Mod

Post by BlueTemplar » Mon Aug 08, 2016 3:32 pm

Image
This mod aims to go further than my Weapons' Liberation Mod (that aimed to stay the closest to vanilla SotS as possible) and actually changes things like tech costs, simplifying trade, and (indirectly) making light emitters less powerful in the early game.

BlueTemplar's Balance Mod Changelog
===================================
0.4b
----
* bugfix : forgot to copy morrigi freighters in mod folder, now done
-33% recharge time of the 3 heavy spinal beams (now same as non-spinal again) (rating_frate and dam_est changed accordingly)
- Stormers now only require VRF, it's the Heavy Stormers that require Mass Drivers
-25% tech cost of Heavy Stormers

0.4a
----
-33% recharge time of the 3 heavy spinal beams (now only 150% of non-spinal)
-25% tech cost of Heavy Plasma Cannon

0.4
---
+50% trade sector size
x5 DE&CR freighter income (trade, captured, killed)
x5 DE&CR freighter money and IO cost
= QFreighter income and cost set to be the same as CR freighter income
/5 freighters per trade route
for less trade micromanagement

/4 health, mass, cost and cpoints of hiver DE & CR extended range
so that these sections actually see some use

0.3
---
- New link to Hardened Electronics from Reflective coating :
allows "IND_HrdElec RP:25000 Human:67 Zuul:100 Hiver:100 Tarkas:86 Liir:11 Morrigi:45"
calculated as the chances not to get light emitters divided by the chances to get reflective coating
(this is actually 117% for Hivers and 400% for Zuul, but Hivers are more resistant to emitters due to their toughness, and Zuul can much more easily steal them)
the idea with the second link (along with the halved tech cost) is to make emitters, and especially light ones, more easily countered

0.2
---
= Techcosts /4 :
Stealth Armor (and its OPTION_COST 1.5 => 1.0)
Plasma Torpedo
Overthrusting
Shield Mk1
Node Missiles
Integrated Sensors
Nodetracking Human
Nodetracking Zuul
Advanced CnC
Data Correlation
Tunneling Sensors
COL
Autonomous Drones
Crybaby COL
Tarpit COL

= Techcosts *2 :
Cruiser Construction

= Techcosts /2 :
== Weapons :
Disruptor Torp
Photon Torp
Heavy Combat Lasers
Plasma Cannon
Particle Beam
Polarised Plasmatics
Plasma Projector
Inertial Cannon
Detonating Fusion Torpedo
Detonating AM Torpedo
Sniper Cannon
Heavy Driver
Burster
Stormer
== Other :
Reflective Coating
Improved Reflective Coating
Hardened Electronics
Asteroid Monitor
Modular Construction
Orbital Drydocks
Zero-G Deconstruction
Heavy Platforms
Hardened Structures
Intangibility
Plague
FTL Broadband
Subspace Spy Beam
Commerce Raiding
Quantum Chaff
Scanner Satellites
Shield Mk2
Predictive Gunnery
Combat Drones
Drone Squadrons
Drone Satellites
Drone Wing Management
Advanced Drone Frames
Battle Riders
Cracker COL

0.1
---
- Changed main screen's title.
- Changed description of Advanced Robotics to reflect them enabling War sections.

0.0 ( <= Weapons' Liberation Mod 1.4a)
---
- War sections now require Advanced Robotics.
- Made Detonating torpedoes automatic (instead of manual) fire, trying to fix the issue of them not doing area damage.
- Removed CR requirements for all large turret weapons research.
- Heavy Missiles can be used in spinal mounts too now.
- Added the missing min_ and max_inclination values for defense platforms formely missile-only turrets. (By the way it would seem that there was a bug in the vanilla game because the Medium Torpedo Platforms could mount non-missile weapons in their large mounts, but these values were missing.)
* There is still the problem that since platforms usually have only one weapon bank for these guns, then they can only target a single object with both of these guns, which means that usually only one of these guns will be able to fire, considering their placement. But the unmodded morrigi medium platform probably already had this problem.
* Problems with HCL's and Lancers in Spinal DE's and the "Standoff" behavior.
- Strafe sections and Heavy Drones can mount all weapons now.
- CR no longer required for Heavy Beams research.

Credits :
----------
The Kerberos team for their awesome games!
Alpha Centauri, R2dical and others for their ideas and interesting discussions!
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Last edited by BlueTemplar on Sun Mar 12, 2017 6:15 am, edited 3 times in total.

fredNN
Posts: 246
Joined: Mon Sep 05, 2011 11:29 am

Re: BlueTemplar's Balance Mod

Post by fredNN » Tue Aug 09, 2016 10:22 am

> New link to Hardened Electronics from Reflective coating
I did that from Advanced Sensors. 100% for all, but require Disruptor Torpedo or Small Emitter (can not research counter-measure, if measure is not known)

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BlueTemplar
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Re: BlueTemplar's Balance Mod

Post by BlueTemplar » Tue Aug 09, 2016 3:43 pm

Integrated Sensors (1.2M credits)
+ Advanced Sensors (2M credits)
+ Disruptor Torpedo (1M credits, not guaranteed, bad odds for Hivers and Humans)
+ Hardened Electronics themselves (5 M credits)
= 9.2 M credits (not counting Battle Computers which you need anyway)

This is *way* too hard to counter the DE, drone, (and in a pinch, missile) killer that are Light Emitters.

You could just get instead
Cruiser Construction (1.6M credits)
+ Orbital Foundries (1M credits)
+ Waldo Units (0.5M credits)
= 2.1 M credits for core research that you really need anyway

Dragar
Posts: 15
Joined: Mon Aug 15, 2011 12:32 pm

Re: BlueTemplar's Balance Mod

Post by Dragar » Wed Aug 31, 2016 2:14 pm

I'm playing a game right now with this mod! I'm testing things out. I'm on a large map with 6 players (about 15-20 stars per player).

Overall, it's a good experience. The changes to trade are particularly welcome.

If the AI is not building Mega-freighters - is it worth removing this tech entirely?

I've experienced a couple of crashes. I think it's related to the red-laser/heavy beam replacement but I'm not entirely sure.

My personal preference would be to restore the weapon restrictions (I think it's causing some instability). The constraints are usually pretty good for character of the races/ship sections, and rarely an actual balance issue.

Otherwise it seems fairly stable and improved in terms of tech-cost balance changes, though it's hard to say without a lot more playtesting.

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BlueTemplar
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Re: BlueTemplar's Balance Mod

Post by BlueTemplar » Sun Sep 04, 2016 9:40 am

Thanks!

Why do you think that the placeholder red laser weapons are causing issues?
I did this change (initially in the Weapons' Liberation Mod) because I realized that a lot of time players didn't know that Heavy Beams were required for some of the Assault/Barrage/DN War sections.
There's also the annoying situation of not being able to use these sections because one hasn't researched Heavy Beams yet.
This has been otherwise solved by Warcat for the Barrage section by adding a CR mission Torpedo section that replaces the Heavy Laser mounts by Torpedo mounts.

This mod has MP in mind too (perhaps even more than SP - there's already plenty of SP-focused mods out there), so I'm not going to start removing all the features that the AI doesn't use. One can always restrict himself in SP to not to use them, or use other limitations, see ZedF's T.A.R.'s for instance : viewforum.php?f=12
Last edited by BlueTemplar on Sun Sep 04, 2016 9:46 am, edited 1 time in total.

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BlueTemplar
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Joined: Wed Aug 29, 2007 9:15 am

Re: BlueTemplar's Balance Mod

Post by BlueTemplar » Sun Sep 04, 2016 9:41 am

0.4a
----
-33% recharge time of the 3 heavy spinal beams (now only 150% of non-spinal)
-25% tech cost of Heavy Plasma Cannon

0.4b
----
* bugfix : forgot to copy morrigi freighters in mod folder, now done
-33% recharge time of the 3 heavy spinal beams (now same as non-spinal again) (rating_frate and dam_est changed accordingly)
- Stormers now only require VRF, it's the Heavy Stormers that require Mass Drivers
-25% tech cost of Heavy Stormers
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Dragar
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Joined: Mon Aug 15, 2011 12:32 pm

Re: BlueTemplar's Balance Mod

Post by Dragar » Tue Sep 06, 2016 12:45 pm

Why do you think that the placeholder red laser weapons are causing issues?


Because I had no crashes before these weapons showed up in a combat, and I had a crash when they did. I can't reproduce the issue consistently, so I don't know for sure.

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BlueTemplar
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Re: BlueTemplar's Balance Mod

Post by BlueTemplar » Tue Sep 06, 2016 7:26 pm

I'll keep an eye out for it.
In WLM I had to scrap the idea of turreted heavy lasers because I used the zuul ones... and IIRC it made the game crash when zuul used them in combat.

fredNN
Posts: 246
Joined: Mon Sep 05, 2011 11:29 am

Re: BlueTemplar's Balance Mod

Post by fredNN » Thu Sep 15, 2016 4:43 am

BlueTemplar wrote:Integrated Sensors (1.2M credits)
+ Advanced Sensors (2M credits)
+ Disruptor Torpedo (1M credits, not guaranteed, bad odds for Hivers and Humans)
+ Hardened Electronics themselves (5 M credits)
= 9.2 M credits (not counting Battle Computers which you need anyway)

This is *way* too hard to counter the DE, drone, (and in a pinch, missile) killer that are Light Emitters.

You could just get instead
Cruiser Construction (1.6M credits)
+ Orbital Foundries (1M credits)
+ Waldo Units (0.5M credits)
= 2.1 M credits for core research that you really need anyway

My goal was nerf "medium" Emitter. Destroyer era with hard AI does not last long enough for "small" Emitter to have hard impact on game.
But in your game where CR are so much expensive to research, your change make more sense.

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BlueTemplar
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Re: BlueTemplar's Balance Mod

Post by BlueTemplar » Thu Sep 15, 2016 6:35 am

Depends on your game settings. And it's not just about the AI's, but multiplayer too.
Light emitters are just a too good all-around weapon (doubles as point-defense against swarms, drones, and planetary missiles) to only have CR as an (easily available) counter.
(There's also snipers, but you need more maneuverable ships than the emitter user for that to work.)

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