DLC rebalance mod

A place for discussion of making game modifications.
zaikman
Posts: 4
Joined: Tue Feb 06, 2018 11:10 am

Re: DLC rebalance mod

Postby zaikman » Thu Feb 08, 2018 12:46 am

Yes fresh game.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Thu Feb 08, 2018 12:59 am

Revert to the older DLC version then, if it works. I will need to rebuild the whole mod again with the next major patch update.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Sun Mar 04, 2018 12:12 am

Current steam release version (2 parts)

https://drive.google.com/open?id=1AiHQS ... dPM_PPe980
https://drive.google.com/open?id=1AT1pF ... U7DAWNALtP

Place both folders (with file structure intact) into the mods folder.

Assets folder is unlikely to change much.
Rules folder is much smaller, and more subject to need updating.

Please let me know if there are any issues.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Sun Mar 04, 2018 7:48 pm

https://drive.google.com/open?id=1hsSB5 ... -84JS3cr1r

Update to DLCSteamRules folder (fixes some issues that crept in).
DLCSteamAssets remains the same.

Should be save comapatable with prior version.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Mon Mar 05, 2018 10:27 pm

https://drive.google.com/open?id=1Euv6x ... 22vn_KtgMj

Color change for tinker side, to make them more easily seen when compaired to orthin.
Fully compatable with saves from prior version.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Tue Mar 06, 2018 7:48 pm

https://drive.google.com/open?id=1T2ZN_ ... y6WMDQTS4X
DLCSteamAssets, fixes for a couple of issues that were occurring. All escort class ships (except orthin, but including escort carrier) no longer need orbital facilities to be produced.
Assets will need a fresh game to work properly.

https://drive.google.com/open?id=1tBmvj ... hybKIsY06W
DLCSteamRules, changes pirate color schemes to black, splinter colony color schemes to white. Vindicator Mirv inflicts planetary bombardment damage. Plasma torpedo buffed.
Rules should not cause any save game issues if updated from prior version.

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Wed Mar 07, 2018 10:07 pm

https://drive.google.com/open?id=16HONt ... 4xyKeMEGcg

DLCSteamRules, added EMP antimissiles, Defensive disruptors (nod to Farya for the idea)

Rules should not cause any save game issues if updated from prior version, but these weapons will only unlock if you have not already researched emp warheads / disruptors.

Bad upload, New link as follows:
https://drive.google.com/open?id=1jja5t ... 9GOehbzzJt

rustyi
Posts: 32
Joined: Sat Feb 11, 2017 3:36 am
Location: San Francisco, CA

Re: DLC rebalance mod

Postby rustyi » Tue Mar 13, 2018 5:18 am

Interesting bug - I think it's DLC related?
Occurred when I attacked harpies using ships with vindicators

Code: Select all

error : that's weird -- looks like the mirv never deployed: 4.:
 Lua state\Actions\launch_missile.lua:234:
   Lua state\Actions\end_turn.lua:94:
    Lua state\AI\CloseAndAttack.lua:604:
     Lua state\AI\CloseAndAttack.lua:5:tactical_ai_call:
      Lua state\AI\do_ai_turns.lua:19:do_ai_turnson_collide_callback :
 : Lua state\Actions\end_turn.lua:94:
 Lua state\AI\CloseAndAttack.lua:604:
  Lua state\AI\CloseAndAttack.lua:5:tactical_ai_call

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Tue Mar 13, 2018 6:26 am

Do you recall what unit was attacked, and was the error on firing or on impact?
Was the range at less then 8? Closer?

I have used them heavily, and have not seen that issue come up, so need to know how to replicate it.

And you are playing on the current release steam build, right ?

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Tue Mar 13, 2018 6:55 am

https://drive.google.com/open?id=1kQ_ID ... xsu3tWHEma
DLCSteamAssets folder, some revision that was needed after some issues occurred. Needs a new game to work properly.

https://drive.google.com/open?id=1zHwC4 ... Kr-lMsX8OK
DLCSteamRules folder, PD disruptors removed (in game issue was causing crash)(emp antimissiles are still in and work fine), primary artillery made relevant (computer opponents will use it now), tech costs adjustements. Guardian online and functional. Needs a new game to work properly.

rustyi
Posts: 32
Joined: Sat Feb 11, 2017 3:36 am
Location: San Francisco, CA

Re: DLC rebalance mod

Postby rustyi » Thu Mar 15, 2018 3:35 am

Chasm wrote:Do you recall what unit was attacked, and was the error on firing or on impact?
Was the range at less then 8? Closer?

I have used them heavily, and have not seen that issue come up, so need to know how to replicate it.

And you are playing on the current release steam build, right ?


Current build off steam (not the one you just released nor testing version of SIS)
I was playing with tinkers; was attacking either harpies or death hands fleet. I didn't watch the combat (auto-resolve)

Repro'd!
Happens when attacking harpies. Click on autocombat from the attached save.
Attachments
Tinker Save_error.7z
(1.64 MiB) Downloaded 1179 times

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Fri Mar 16, 2018 2:44 pm

I honestly do not know what is causing this. It works fine with normal turns, but autocombat breaks it. Does it ever happen in combat that is not auto resolved ?

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sven
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Location: British Columbia, Canada
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Re: DLC rebalance mod

Postby sven » Fri Mar 16, 2018 7:47 pm

rustyi wrote:Interesting bug - I think it's DLC related?
Occurred when I attacked harpies using ships with vindicators


This is actually a bug in my C++ code :(

It occurs when Vindicators retarget on a nearby ship after their original target is destroyed by other missiles/or fighters. I've pushed a patch to our 'dev' servers (r22079), but, it won't hit the main Steam branch until sometime next week.

rustyi
Posts: 32
Joined: Sat Feb 11, 2017 3:36 am
Location: San Francisco, CA

Re: DLC rebalance mod

Postby rustyi » Sat Mar 17, 2018 5:57 am

Awesome - thanks sven! I'm looking forward to playing with the changes on dev :)

Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Postby Chasm » Mon Mar 19, 2018 8:37 am

https://drive.google.com/open?id=1V51Eg ... Btr8pK7n-0
DLCsteamrules
Additional tweaks to weapon damage,
Anti missile range reduced from 21 to 16, but they gain the always hit special
Some tech tree adjustments.
Should work with prior version.

https://drive.google.com/open?id=1WnFbV ... AlOUkTEcn4
DLCassets
Minor adjustments.
Should work with prior version.


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