DLC rebalance mod

A place for discussion of making game modifications.
Dragar
Posts: 119
Joined: Wed Mar 21, 2018 12:20 pm

Re: DLC rebalance mod

Postby Dragar » Sat Apr 06, 2019 8:53 am

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.

gaerzi
Posts: 210
Joined: Wed Jul 10, 2019 1:30 pm

Re: DLC rebalance mod

Postby gaerzi » Sat Sep 14, 2019 7:48 pm

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.

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

Re: DLC rebalance mod

Postby Chasm » Thu Sep 19, 2019 12:33 pm

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.

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

Re: DLC rebalance mod

Postby Chasm » Sun May 28, 2023 9:02 am

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.
Last edited by Chasm on Sat Sep 30, 2023 8:11 am, edited 4 times in total.

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Captainspire
Posts: 153
Joined: Mon Mar 30, 2015 8:30 pm

Re: DLC rebalance mod

Postby Captainspire » Fri Jun 02, 2023 9:20 pm

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.

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

Re: DLC rebalance mod

Postby Chasm » Wed Sep 27, 2023 5:17 am

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).


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