SOTS II Reforged

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adamut100
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SOTS II Reforged

Post by adamut100 » Wed Jun 24, 2015 3:17 am

All,

Updated to version 1.5.0. See updated link below.

Download Link:
http://www.mediafire.com/file/l828f00zdz22ycc/SOTSII_Reforged_v1.5.zip
Note: If you use JSGME to install this all you should have to do is install that, follow the instructions for setting up the link to the SOTSII folder from the utility (I did the game specific one but do as you will), and then drop unzipped download into the mods folder from the utility and you are done.

Let me know if you have issues.

**Please Note: Changes are currently in place only for Humans, Morrigi, and Tarkas, and Hiver. All other races are playable but will likely be short on energy/supply/crew and outclassed by new ship changes. Strongly recommend you stick to these factions for now for player and AI.**

In the alpha (ver 1.0):
General Changes:
--Lowered morale impacts generally to reduce rebellions.
--Increased income, especially trade income.
--Large decrease in ship build cost and upkeep.
--Removal of prototyping savings costs. Production time still longer but enables the AI's prototyping drug habit without bankrupting them.
--Increased base support limit/planet to 9 to support larger fleets.
--Changed star size and planet frequency to generate more habitable worlds.
--Minor tweaks to nearly a ton of values in default strategic values and common assets files.
--Increased CR usefulness and longevity. Hopefully they will continue to be useful the entire game even against LVN and DNs.
--Changes to empire names and added a ton of planet names so you'll see less Andromeda II stars on bigger maps.
--Complete update of strings file for new wepons so names/descriptions map properly.
--Removed Ghostship. (if you want him back simply edit common assets file to show a 1 for him versus 0)

Fleet Changes:
--More command points for fleets and system defense
--Adjustments to fleet templates to force AI to use BR carriers (Drones for Morrigi)
--Section preferences edited to encourage AI to field DNs and LVNs. (seen at least a few none CMD DNs from AI in a quick playtest)

Ship Changes:
--Initial try on a rebalance for energy/crew/supply to make more meaningful choices possible. This needs more work.
--Added more armor and option to use all armor upgrades for all ships.
--BRs have access to all armor levels and heavy drones have access to tier 3 armor. Goal here is to make them more than pd fodder.
--Several new ship sections added for Humans and Morrigi.
--More powerful orbital platforms including new heavy defense assets (replacing scanner satellite) and a more easily accessed "militia" SDB.
--Drones now come in groups of 10 vs. 6 and are generally more powerful. Morrigi have an elite drone that is very powerful but late tech.
--New engine groups making a heavy/normal/fast attack version of fusion and tier II AM engines. These replace the ship upgrades and create more unique ships. This will come into play more once I fine tune weapons energy/supply use.

Weapon Changes:
--Laser Family beefed up with medium and heavy versions and 5 distinct types versus one linear type. Types are normal, advanced, AP, long range, and rapid fire.
--Ballistic class altered to give more variety and unique weapon roles. Now have standard gauss, bolter (hybrid sniper and gauss), ap, heap, stormer (including light), ripper (also light), and medium sized burster/shotgun lines.
--Missiles also given distinct branches for more variety. There are now Rapid fire, AP, standard, anti-planet and dumbfire varieties.
--Energy weapons do more damage and fire faster and now have cannons versions of photon, kelvinic, and ionic torpedoes.
--Most weapons are more accurate and fire faster/farther.
--Weapon prices and energy/crew/supply use adjusted. All weapons use more energy and less supply.
--Bombardment range decreased dramatically (generally 3000) and population damage reduced for most weapons. No more glassing planets from max range with gauss weapons.
--Unique weapon icons (mostly pirated from tech icons) for most weapons so you can clearly see what is working for you/enemy.

Tech Changes:
--Tech odds increased generally and certain tech locked for all races (armor/br techs and a few others)

Starmaps:
3 Spiral maps I've used to test this built using the excellent GG tool from Daequeous.

Credits:
I've scoured the modding site trying to find best practices and I've leaned on existing work to some extent to further my project. I'd like to specifically mention a few people's work:
Daequeous's Galaxy Generator got me re-interested in this game and has been used to make the maps in this mod.
Rosinna's various posts and guides helped me make this work.
Levy's work on fleet templates and sections was co-opted and modified for this project.
I'm using Balti's ship textures (though not packaging with the mod). If you see a texture you don't recognize, that's the source.
I'm sure I'm missing others as well or not giving full credit. Let me know and I'll amend with apologies.

Ver 1.1 Changelog:
*Note the new download link*
Fixes:
Corrected issue with colony support cost for human (was 0.0 now 0.9)
Corrected supply/energy max on satellites to support new weapons costs.

New features:
Tarkas are now updated and in line with humans/morrigi. New ship sections added and existing sections rebalanced.
Two new maps added using GG (medium disc and small sphere)
New heavy rocket weapon added.

Other changes:
--Adjusted global modifiers slightly to bring down supply totals.
--Minor tweaks to human/morrigi faction files.
--Minor updates to some human/morrigi ships based on tarkas updates and some playtesting.

Ver 1.2 changelog:
--Overhaul of existing factions and addition of Hivers to faction mod list
--Removed adman armor from BRs, reduced drones to normal count (more with adv. drone ships), added new ship classes for all modded races.
--Fully implemented new ship changes inside AI section preferences file and did some tweaking on existing values.

Ver1.22 & 1.23 changelog:
--Minor fix to remove slaver CTD
--Fix of other hard coded weapons CTD

Ver1.22 & 1.23 changelog:
--Fixed section file issues and file structure problems.
--Added back in default weapons deleted and set to visible = False. Should stop CTD on start
Thanks to Rossinna for these suggestions in thread.

Ver1.25 changelog:
--Added Liir
--Reworked concept on sections slightly. Liir are going to look a bit different from other races until changes are applied to them as well.
--Some bug hunting.

Ver 1.3 changelog:
Patch Notes:
Gameplay Changes:
Improved global supply by 20%. Temporary fix for supply concerns until I can apply engine changes to all races. This and the section reworks definitely changed the hiver supply issues (9T on unupgraded armor ship to start the game)
Improved hiver supply an additonal 20% and some sections supply by 20-40 points (assuming between this and the global changes it should resolve Hiver's supply limits)
Completed rework of Hiver faction to come in line with approach used for Liir.
New Content:
Added new engine/BR sections to Hiver. Pending tech balancing. Will include in next update.
Bug Fixes:
Corrected a few instances where certain sections/bases had 0 structure. I believe this is the source of the ghost encounters.
Corrected a few instances where certain sections had a civilian station type in error.
Corrected a few minor issues in strings file for Morrigi DNs. (These are pain to find so point them out if i missed one.)

Ver 1.4 changelog:
Updated all sections to new design approach.
Added new specialized sections and standardized engine approach across all playable factions.
Updated weapon power/supply usage (more updates to follow).
Corrected (and maybe broke more) strings issues.
Added the compatability with JSGME install (way easier than the old process).

Ver1.5 changelog:
Added Zuul as playable faction (intended for AI but still balancing)
Many tweaks to existing races/files. See patchnotes included in download for details.

Images:
New Combat LVN for Morrigi:
Image

CR Fight:
Image
Last edited by adamut100 on Thu May 25, 2017 9:56 pm, edited 16 times in total.

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Mecron
Kerberos
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Re: SOTS II Reforged

Post by Mecron » Wed Jun 24, 2015 3:34 am

"I'm sure I'm missing others as well or not giving full credit. Let me know and I'll amend with apologies."

Looks around the office at all the people who put their energy and guts into that game against impossible hurdles...ummmmm....

adamut100
Posts: 95
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Wed Jun 24, 2015 3:49 am

Wow! That does seem ungrateful. My apologies. Yes, a massive thank you to Kerb studios for what is one of my favorite games of all time. I hope my attempts to bend her to my way of thinking respect the general principles of the game and the incredible amount of time and effort you guys spent to make it.

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Mecron
Kerberos
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Re: SOTS II Reforged

Post by Mecron » Wed Jun 24, 2015 3:52 am

:thumbsup:

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Rossinna-Sama
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Re: SOTS II Reforged

Post by Rossinna-Sama » Wed Jun 24, 2015 4:55 am

If you are interested, I can zip up and upload the "APH" weapons I've made for Project Hiver for you to browse through and take what you like.

---
Just a tip for when you get to modding the Loa - don't add any "InitialDesigns" for them. They are the only faction which'll crash upon you doing so.

...
Is which'll even a valid contraction?
Sword of the Stars 2 : Project Hiver - work in progress
Sword of the Stars 2 : Vanilla AI Enhancement Mod - work in progress.
Creator of the upcoming Seimei universe.

adamut100
Posts: 95
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Wed Jun 24, 2015 10:53 am

Certainly. I know there are a few items i have seen in your previews i considered trying to make some version of. My biggest thing with the weapons is i want something like a unique icon for each. That is my primary limiter. Good tip on the loa as well thanks!

adamut100
Posts: 95
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Wed Jun 24, 2015 9:04 pm

So I've taken a quick pass at both humans and morrigi at this point and haven't had any serious issues. I've been playing 3 AI vs. me and both games have seen the AI launching essentially endless invasions once we commence hostilities. Peak combat so far is 6 combats in a single turn across 5 planets. If anyone is playing, your feedback/bugs are appreciated. Probably going to spend some time trying to finish out Tarkas today/tomorrow and any initial feedback would be helpful for making changes.

Landris
Posts: 10
Joined: Sat Jul 13, 2013 5:08 pm

Re: SOTS II Reforged

Post by Landris » Thu Jun 25, 2015 6:56 am

I'm afraid I don't have the time to play-test this in the short term, but I just wanted to add some words of encouragement, this looks exciting!

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Rossinna-Sama
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Re: SOTS II Reforged

Post by Rossinna-Sama » Fri Jun 26, 2015 1:19 am

adamut100 wrote:Certainly. I know there are a few items i have seen in your previews i considered trying to make some version of. My biggest thing with the weapons is i want something like a unique icon for each. That is my primary limiter. Good tip on the loa as well thanks!


Can't do much with the icons, barring stealing tech icons.

Anyway, use at your own risk. These are a direct copy of everything I had in my weapon folder (not the EOF ones though.). Anything that doesn't have APH_ infront of it has been disabled, but virtually everything has been modified. If something doesn't work, it is either because it isn't visible, is unfinished or needs a new entry in the turrets file.

Don't extract it to your own weapon folder - unless you back up what you had beforehand.

APH_weapons.zip


Clearly I'm not finished with my mod, so these are incomplete. But you may find some things you like the look of.
You do not have the required permissions to view the files attached to this post.
Sword of the Stars 2 : Project Hiver - work in progress
Sword of the Stars 2 : Vanilla AI Enhancement Mod - work in progress.
Creator of the upcoming Seimei universe.

adamut100
Posts: 95
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Fri Jun 26, 2015 1:55 am

Appreciated. I'll poke around in here once I finish off the Tarkas updates. Yeah I pilfered anything that looked like something like a weapon already from the tech icons. I may make another exploratory look through there when I make my second pass at weapons.

On a different note, I noticed the human AI dominating in my test runs and then i found that they had zero colony support cost in their faction files. I fixed that and made a few minor tweaks to the supply/energy balance on the satellites as well. I'll repost the relevant files when I post ver1.1 in a few days as I'm recutting the Tarkas files as we speak.

BlueInstinct
Posts: 503
Joined: Thu Nov 04, 2010 10:48 am

Re: SOTS II Reforged

Post by BlueInstinct » Sun Jun 28, 2015 10:21 pm

tnx for the upload gonna give it a try soon.

can u tell me what kind of 3v1 setup u did (map/races)?

tnx for the mod, keep it up

greetings

edit: if u want to try your mod in MP, id be up for a game =)

adamut100
Posts: 95
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Mon Jun 29, 2015 1:28 am

The 3v1 I've been using for testing is on a 4 arm spiral map in my download called cross made using GG. I'm almost done done with the V1.1 update now. I'll post it later tonight. Think I only have like 20 sections left to update for Tarkas. Everything else is done. Primary goal of the mod is to make SP more enjoyable so I'm going to spend what little actual gaming time I have testing that until i finish with all 6 races then I'll try and arrange some MP testing.

adamut100
Posts: 95
Joined: Thu Dec 18, 2014 12:48 am

Re: SOTS II Reforged

Post by adamut100 » Mon Jun 29, 2015 3:16 am

Just posted V1.1. New link and change notes added to original post. Anyone playing who has suggestions/feedback, feel free to post here or pm.

Theghar
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Joined: Tue Mar 20, 2012 6:59 pm

Re: SOTS II Reforged

Post by Theghar » Tue Jun 30, 2015 10:17 am

I don't have too much time for play, but i'll try to look in to your mod ;]

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Karu
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Re: SOTS II Reforged

Post by Karu » Tue Jun 30, 2015 11:23 pm

Here are my thoughts on some of the changes you made:

adamut100 wrote:Increased CR usefulness and longevity. Hopefully they will continue to be useful the entire game even against LVN and DNs.

Late game CR (with DN/LV command) could allready go head to head with DNs/LVs with the right loadout and would trade favoriably.
2 CR for 1 DN is more then worth it.
So my question is: can you elaborate what you changed - flat armor/struc would tilt the favor towards CR. With your supply changes even more so.

adamut100 wrote:BRs have access to all armor levels and heavy drones have access to tier 3 armor. Goal here is to make them more than pd fodder.

BR's with Adamant (or any other armor/tech that would grant a blue layer) is a bad idea. Why? Because BR are viable PD targets.
And PD does nothing against a blue layer.

adamut100 wrote:Drones now come in groups of 10 vs. 6 and are generally more powerful. Morrigi have an elite drone that is very powerful but late tech.

Morrigi Medium Emitter Heavy drones allready dominated midgame. And thats with 2 Emitter on 6 drones.
What would be a viable counter for even more drones?
(in "vanila" even 4 MK1 shielded, magno ceramiced Hiver PD ships that defend a 66CP fleet with Phallanx PD will bleed 4-5 ships allready.)
Did you test that case?


Sincerely

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