So over on the steam boards, a user posted the following (I did snip to the relevant section.).
"But one has to ask--why bother? Modders went where they would be better appreciated, like Stellaris, and it has paid off.
I don't know about others, but in my case, I mod because I enjoy doing it. It doesn't matter if the game isn't some mega-smash hit for me to invest some of my time towards it. For reference, right now I currently mod Total Annihilation, OpenRA, OpenTTD, OpenXcom, Supreme Commander, UT2004, UT99, Warzone 2100, Freespace 2. In the past, I was modding games like C&C: Tiberium Sun (and that mod actually got me into TAFE at the age of 14, stuff school
), Freespace 1, Star Trek Armada and STA2 and I even dipped into making an MMO which didn't take shape due to massive conflicting visions between myself and the lead designer.
TL;DR - I mod because I find whatever it is I'm modding fun to do.
SOTS2 fits that bill exactly. While it isn't easy to mod, its flexible enough to do things which help make it more interesting for me. That's what PH is, a version of SOTS2 within my capabilities which better fits with what I feel SOTS2 should be if it was catered for me. Which it isn't and never should be, as that's just silly.
Stellaris couldn't be a more different game from SOTS2. If there's any game that's similar, I'm yet to see it, as while there's plenty of games that it shares multiple themes with, none of them strike the balance that SOTS 2 does. Take Imperium Galactica 2
for example which I consider to be the closest rival SOTS2 has, and even it plays differently in multiple areas. (such as colony management, ground combat, and a more simplified combat system.)
PS. I know someone on my skype will read that paragraph above and laugh as I seem to argue the exact opposite over something important to both to us.
Anyway, in actual news, my internet has become more stable. No idea how long it'll last, but hoping to take advantage of it while I can. If my mood holds, I will attempt to do a mod run on PH, examine the 'no research' pop-up to see if its something that can be disabled if all research has been done (probably beyond my skill though) and if all works as planned, get it uploaded.
Shield Techs shield increase bonuses halved from the previous version.
AM era ballistics damage lowered slightly.
I've also apparently got over 5,000 screenshots of this game. It might be time to clean some of the older ones up.
For those new here, all of my screenshots are done via steam, so they can also be found there
So, I decided to boot up a save in which it was a Cruiser vs Cruiser war (no Reflex era and no DNs or larger) as I was in the middle of testing mono-fleet designs. This fleet was built to be an AM era ballistics fleet.
Anti-matter era ballistics in PH use these effects, the ones from the mass driver and gauss lines from vanilla. I know they should be purple but short of finding (or getting) a way of modifying particle effects, these have to do.
As a part of my upcoming missile revamp (again), I've been considering removing dual-mount missile launchers to save on performance and overall lag during large battles with missiles; it is hard to tell but this is actually two missiles, not one.
Those particular missiles are the Anti-matter era Kinetic Missiles; currently the most dangerous type of missile in the game but extremely expensive to put on a ship. (once I actually add costs to weapons...)
This was a 1 v 2 fleet battle, and, well, as this is Project Hiver, there wasn't much, if any slowdown. This would have been much worse in vanilla or even SoS.
This game may be old and certain things have been removed from how they were during launch and beta (look at the pre-release screenshots, the ships look far better), but it still holds up fairly well at times. I really hope SOTSHD can showcase what this genre can do graphically.
At the same though, I'm not sure why a bridge was modeled.
All of the AI fleets ran into that bug I thought I'd solved; them orbiting the star when its the only thing around and not really engaging my fleet unless it was on top of them.
You can see that here. With my fleet idle and set to not move (full stop command), I could see the AI but as they just circled in place, they didn't find my fleet. If I could figure out how to make scout ships actually scout as the scout BRs do, that might solve that.
Once I get to it, yes, I'll upload the Cruiser wars tech tree. I just want to get the main tech tree more sorted before I do that, as things are still not done; see the Cybernetics tree for example.
I was also testing Emitters. Still not sure what to do with them, they are superweapons in PH but, they don't serve a real niche. Considering adding an EMP effect to them.
Clearly my team-mate more than supports my constant raids into enemy territory while I'm testing stuff.
I still think the biggest AI change would be altering how they behave in tactical combat, I'm just not sure what little coding skill I have is up to that kind of challenge. PH has a few improvements on that front, but it could be better. Colony fleets should not stick around when there's no colonies for them to defend for example.
Anyway, results of tonight's testing session that's already in place:
New (renamed and altered) Difficulty Settings:
Easy - Beginner
Research Speed: -50%
Income: Same as player
Production Bonus: -50%
Population Growth Bonus: -50%
Normal - Standard
Research Speed: Same as player
Production Bonus: Same as player
Population Growth Bonus: Same as player
Hard - Difficult
Research Speed: +50%
Production Bonus: +50%
Population Growth Bonus: +50%
Very Hard - Masterful
Research Speed: +100%
Production Bonus: +200%
Population Growth Bonus: +200%
Each Difficulty setting should be easier to predict how they'll perform. Beginner makes the AI not that much of a threat, while standard makes them the same as a normal player.
Difficult simulates (more or less) a more experienced player, while Masterful is basically the AI cheating so heavily that it'll be a challenge regardless of its opponent.
Defeating a Masterful AI 1 v 1 is possible right now, but with additional AI tweaks, it may not be by most players.
New Bioweapon Lethality rates:
Assim plague is disabled in PH due to crashing.
Zuul plague is experimental as it doesn't follow then rules the others do, as it wasn't finished as it is supposed to follow how it works in SOTS1. It is also disabled... as it was never actually put into the game.
Plagues are still in a weird place. There's no real situation where they are better than just wiping out a planet. Either way with these new changes, they should perform far better. They might have performed better while trade was still around, but I still doubt that. This is where I wish I knew how to edit deeper mechanics; I'd like it if plagues heavily impact the planet's production rate or can leave long-term effects on a world.
Cure techs will always be available, but the Universal cure will probably be disabled.