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Re: DLC rebalance mod

Posted: Sat Apr 06, 2019 8:53 am
by Dragar
In the end there is just too much here for me! I also prefer the restrictions on techs - Vindicators for non-Tinkers was a bit jarring, for instance.

Re: DLC rebalance mod

Posted: Sat Sep 14, 2019 7:48 pm
by gaerzi
Using WinMerge to compare between this mod and the current baseline:

- antimissile range increased from 11.9 to 17.9 in triggered_attacks.lua
- additional types of bays handled in boarding.lua (transporter bay, armor assault brigade, and assault bay).
- min shield strength code uncommented in boarding.lua
- range multipliers changed in beam_attack_rolls.lua

- Setup\forced_planets_fun.lua: Waterless more likely to be large; Viscid can now be on Garden, Island or Coral worlds instead of Garden, Arid, or Glacier; Scavengers are now more likely to be a large hive world and will never be on a small world
- Setup\home_systems.lua: Fargone gets a medium arid world with precious metals and mineral rich.
- Setup\init_all_stars.lua: humans get less technologies but heavier ship types in easy and advanced starts, also more credits.
- Setup\new_galaxy.lua: epic and marathon get harsher science multipliers, but smaller production and influence cost multipliers
- Setup\planet_decks.lua: rare planets can be oceans, tiny planets are commented out
- Setup\setup_star_specials.lua: pirates are buffed quite a bit, with more tech and heavier ships, and more of them
- Setup\special_decks.lua: more kinds of derelict ships and derelict colonies; splinter teros colonies on arid worlds, splinter haduir colonies on garden worlds
- Galaxy\planet_types.lua: changes in some pop affinities. Gaiads get 5 pop per forest habitat, androids get increased affinities for arid, ice, ocean, airless, and inferno, Viscid get improved affinities for swamp, reef, and ocean; but are downgraded for arid, growth rates are also tweaked for gaiads, scavengers, tinkers, androids (? -- they don't grow), spice mongers, and viscids.
- Encounters\trigger_generic_events.lua: planet disasters commented out
- @Tactical\ship_damage.lua: crew damage trebled compared to vanilla

The "assets" part is about the ships. There are far too many to list the changes precisely, but from what I've looked at so far, ships are generally buffed. More system slots, bigger space multipliers, more turrets and more hangars/berths are frequent changes across the board. Star harpies that didn't have them already get chondrite armor. Hawks get built-in warp enhancers, Hammers get built-in maneuvering engines, Boxes get built-in reinforced bulkheads, Blades get built-in distortion generators.

Re: DLC rebalance mod

Posted: Thu Sep 19, 2019 12:33 pm
by Chasm
A lot in the technology folder got changed also, to make the mod work I need a complete technology folder stored with the edited files placed outside it.

Re: DLC rebalance mod

Posted: Sun May 28, 2023 9:02 am
by Chasm
Lastest build
DlC Rules
https://drive.google.com/drive/folders/ ... drive_link

DLC Assets
https://drive.google.com/drive/folders/ ... drive_link

DLC Variants
https://drive.google.com/drive/folders/ ... share_link

To use:
Right click Stars in shadow shortcut
Open file location
Open Mods directory
Unzip both folders with their file structure intact inside
This will work without issue with other mods (so long as there is no overlap)

Do not place the variants folder this way. It is optional, and the instructions for setting it up are in the readme file inside the folder.

Note that all 3 folders are nested, use the inner folder as your starting point for putting inside the mod folder.


Full weapon rework, some systems tweaked, tech tree tweaks, race tweaks, hardpoint rebalance, ship tweaks/reworks, planet defense buff, race leader tweaks, rebalance on orbitals to make them a bit better, and to standardize their costs, native race tweaks.

Credit to Akkamaddi for useful viscids idea and baseline stats.

Re: DLC rebalance mod

Posted: Fri Jun 02, 2023 9:20 pm
by Captainspire
This doesn't make the game into a Missiles only win game , does it?

Chasm wrote:Lastest build
DlC Rules
https://drive.google.com/drive/folders/ ... drive_link

DLC Assets
https://drive.google.com/drive/folders/ ... sp=sharing

DLC Variants
https://drive.google.com/drive/folders/ ... share_link

To use:
Right click Stars in shadow shortcut
Open file location
Open Mods directory
Unzip both folders with their file structure intact inside
This will work without issue with other mods (so long as there is no overlap)

Do not place the variants folder this way. It is optional, and the instructions for setting it up are in the readme file inside the folder.

Note that all 3 folders are nested, use the inner folder as your starting point for putting inside the mod folder.


Full weapon rework, some systems tweaked, tech tree tweaks, race tweaks, hardpoint rebalance, ship tweaks/reworks, planet defense buff, race leader tweaks, rebalance on orbitals to make them a bit better, and to standardize their costs, native race tweaks.

Credit to Akkamaddi for useful viscids idea and baseline stats.

Re: DLC rebalance mod

Posted: Wed Sep 27, 2023 5:17 am
by Chasm
Missiles (and bomb using small craft) do more base damage than direct fire weapons, but then you need to factor in that seekers can be destroyed by point defense, have a time to target, have no armor piercing ability and require ammunition (or can be destroyed). In small groups direct fire will usually preform better (since the AI uses a large amount of point defense).

Lastest build
DlCSteamRules240202b
https://drive.google.com/drive/folders/ ... sp=sharing

DLCSteamAssets240202
https://drive.google.com/drive/folders/ ... sp=sharing

DLC Variants231016
https://drive.google.com/drive/folders/ ... sp=sharing