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DLC rebalance mod

Posted: Tue Nov 28, 2017 4:54 pm
by Chasm
Lastest build
DlC Rules ... xqxIeJZTpv

DLC Assets ... K20ff8VISf

Discussion and what has occurred/latest build ... 616628432/

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)

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: Thu Nov 30, 2017 12:55 am
by akkamaddi
I'll merge my mod into this and give it a whirl. It looks like you've put a lot of work into this. :)

I am curious on your thoughts about the changes to the minor races. With the Algorians, the friendly + capricious mix makes them like a bipolar friend. They are nice, but react to stressors "poorly". The Scavengers are even more unruly, as their problem solving techniques seem to start with "Take a deep breath... burn it all down... loot the ashes... assess your feelings...".

The Lummox are a bit bland, but I rather like the character of the other two.

My personal opinion, and I know everyone can do as they like, would be to keep the Algorians and Scavengers with their current stats. If you want to make the Scavengers mobile, tweak migration rules so that "unruly" no longer disqualifies a race for transport. If you want to keep the Gaiad on Gaia, make them sessile. It would not be difficult to imagine an uplifted race on a highly terraformed world being bound to that ecosystem. Or, let the Gaiad wander and make their environment compatibility for non-lush environments rather low. (Make them unhappy in Hive worlds.)

I think the idea of mobile scavengers, who are hard workers but a powder keg, could be an interesting challenge.

Kudos on all the tweaking you've done. :D

Re: DLC rebalance mod

Posted: Thu Nov 30, 2017 1:35 am
by Chasm
Thank you for the idea for changing unruly, will be incorporating it next version.

Re: DLC rebalance mod

Posted: Thu Nov 30, 2017 4:24 am
by Chasm ... dR3Gym0_ma
Some tweaks to minor races, a few ship tweaks as well. Should work with prior version.

Re: DLC rebalance mod

Posted: Sat Dec 02, 2017 3:42 am
by Chasm ... 6sJf4ox2HR
Doubles kills crew value for both standard weapons and (lethal) mod weapons (x2 and x 4 respectively). Fully compatible with games from previous mod version.

Re: DLC rebalance mod

Posted: Sun Dec 03, 2017 3:11 am
by Chasm ... 0t4kN4ZakV
Primary beams buffed a bit. Will work with games from previous 2 mod versions.

Re: DLC rebalance mod

Posted: Mon Dec 04, 2017 10:51 pm
by Chasm ... LEvvTABjiy
Tiny worlds will no longer spawn in galaxy creation. Works with previous game versions, but effect will only occur in a new one.

Re: DLC rebalance mod

Posted: Thu Dec 07, 2017 9:57 pm
by Chasm ... bzYZ1jTbDj
Updated for latest game version.
Space derelicts , derelict colonies, and splinter colonies changed a bit. Earthquakes no longer occur. Space harpies (and proteans) a bit more dangerous. Difficulty rebalance. Easy unchanged, Average about 20% more difficult then old ver, Hard about 10% less then old ver, brutal about 10 % more difficult then old ver. Rebalance makes the jump from average to hard less steep, and makes brutal a real exercise in survival. A fresh game will be needed for this to work properly.

Re: DLC rebalance mod

Posted: Sun Dec 10, 2017 5:08 am
by Chasm ... p-8_peMnRz
Buffs Pulson torpedoes and Hellbore. Fixes omniessence issue.

Re: DLC rebalance mod

Posted: Sun Dec 17, 2017 3:18 am
by BladeX
error when starting game

Code: Select all

Mods\DLCMod120917\@Technology\tech_queries.lua:253: PartInfo is missing required field: part -> Ovary
  Lua state\GUI\Designer\Design.lua:656:
   {i = 1, hardpoint_type = "Built-In", space = 20, mtype = "Built-In", forced_part = "Ovary"}:
   Lua state\GUI\Designer\Design.lua:728:Harpy Nest:
    Lua state\AI\auto_design.lua:6
Lua state\Sounds\looping_sounds.lua:10: attempt to index local '(in)' (a nil value)
Lua state\Sounds\looping_sounds.lua:10:do_rollover_sound:
 Lua state\Sounds\looping_sounds.lua:47:
  Lua state\GUI\@EventDispatcher.lua:351:RaceSelection.lua:724:
   Lua state\GUI\StartScreen\~StartScreen.lua:216StartScreen.StartScreen :
Lua state\Orders\view_fleets.lua:57: attempt to index field 'omniscient_empires' (a nil value)
Lua state\Orders\view_fleets.lua:57:visible_to:
 Lua state\Orders\view_fleets.lua:100:
  Lua state\Orders\view_fleets.lua:179:raw_alien_fleets:
   Lua state\Orders\view_fleets.lua:359:alien_fleets:
    Lua state\Orders\view_fleets.lua:388:view_fleets

cannot continue after that.

old versions no longer work either...

Re: DLC rebalance mod

Posted: Sun Dec 17, 2017 3:42 am
by akkamaddi
This is just a guess, but go to systems.lua in the same folder.
Compare your edited one to the one in the game folder, and make sure you didn't "damage" the Ovaries entry.

The line that errors out just echoes back information about a ship system, so my guess is you have to find where the ovaries are defined and see if you dropped a comma or something there.

(I apologize for not being particularly useful there.)

Re: DLC rebalance mod

Posted: Sun Dec 17, 2017 5:41 am
by Chasm ... -tTTqeByJk
Updated version for new patch, let me know if any issues.

Re: DLC rebalance mod

Posted: Sun Dec 17, 2017 7:19 am
by BladeX
error when starting the game

Re: DLC rebalance mod

Posted: Sun Dec 17, 2017 8:37 am
by Chasm
That's the same error we saw last time, if you remember. I will try a new upload. ... dmzjTtV524
Fresh upload, let me know if there is still an issue.

Re: DLC rebalance mod

Posted: Sun Dec 17, 2017 9:25 am
by BladeX
no good same error. am i using the right version r21694?