DLC rebalance mod

A place for discussion of making game modifications.
Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Sun Dec 17, 2017 3:59 pm

Delete StarCF folder and contents, and let me know what happens please.

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Sun Dec 17, 2017 5:13 pm

so far so good game starts and didn't get any errors after turn one. i'll give it a better test today when it's not 3am 8-)

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Sun Dec 17, 2017 7:55 pm

That's just a ship design, and hasn't changed in forever. Must be a google drive issue.

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Mon Dec 18, 2017 6:54 am

no idea but it works now though. i'm halfway through a game as the yoren. it's good that hellbores are weak against shields otherwise they would be incredibly OP :mrgreen:

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Mon Dec 18, 2017 2:02 pm

Its a highest tier weapon, it should be a bit overpowered, sort of like stellar converters. If you like, download the deleted folder (only) from a prior version and see if it works. DO not do that until you are done with your current game though.

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Mon Dec 18, 2017 2:23 pm

well i was pounding a steward with hellbores the damn thing just kept absorbing them with it's shields?

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Mon Dec 18, 2017 4:25 pm

Stewards are a pain, for any weapon. Do you have all the beam weapon mods unlocked ? if you do, helbore in tandem with leech missiles can be fairly vile.

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Mon Dec 18, 2017 5:58 pm

hellbores with pulsons.

also surge beams needs the Long range mods removed they are too OP on planets.

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Tue Dec 19, 2017 7:20 am

Planets are supposed to be hard to take, fleets have the advantage. Siege weapons are absurdly large and costly to research, they need to have a bite that makes them effective. At this point in the mod I cant really point to any one weapon and say that's the best to use. Missiles, fighters, beams and kinetics all have a use. At this point its more a matter of what your sides ships can actually use.

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Tue Dec 19, 2017 9:43 am

https://drive.google.com/open?id=1d9Z6T ... M11RyfwFGt
Adds flak cannon (low tier kinetic weapon)
Tech tree tweaks
Heavy weapon range increased
beam weapon diffusion changed to 150% short/100%medium/50%long (kinetic is still100 % all ranges)
Will likely need a new game to work properly.

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Tue Dec 19, 2017 10:37 am

this one works with the StarCF folder talk about weird...

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Mon Dec 25, 2017 5:44 pm

https://drive.google.com/open?id=1A7sdb ... 7JU1NvL-SP
Added drones (low tier alternate missile type)
Tech tree tweaks
Version update

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Tue Dec 26, 2017 4:49 am

Chasm wrote:Version update

so i'm assuming this wont work on 21704 since your using the beta?

Chasm
Posts: 561
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Tue Dec 26, 2017 8:36 am

It should have no issues. Let me know if it does.

BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Postby BladeX » Tue Dec 26, 2017 5:12 pm

none so far


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