MOD: Planet Defenses/Weapons Rebalance. V 1.2
Posted: Tue Mar 14, 2017 8:49 am
UPD. V1.2 of March 23
1) Planet hardpoints now mount medium/heavy/siege weapons or missiles.
2) Introduced a special Planetary (PL) weapon MOD for all medium/heavy/siege beams that greatly increases their Range at EXTREME power cost. Due to that can be used by planets only as they have unlimited power. Serves to counter kinetics LR attacks when you have nothing but beams.
UPD. V1.1 of March 16
Balancing done as per feedback.
1) Planet defenses now have 2 Planet 6x mounts, 2 light 6x mounts for PD, 2 system (22x and 44x) mounts, 2 missile 6x racks, 2 Fighter squads x6
Each new defense slot gives SAME amount of mounts PLUS 1 extra Planet 6x mount.
The idea behind that was to make planetary defense a match for a battleship (at least)
2) Planet hardpoints can equip only Heavy and Siege weapons or Missiles/Torpedoes.
3) All Heavy mounts (beams included) now receive LR Mods. That will eliminate cases when a couple of cruisers with Hv LR kinetics fire from afar remaining at safety.
4) Harpies get 50 Armor points ))) No more '1 explosion kills them all' battles.
UPD. V1.0 of March 15 released.
As I dislike the idea of a planetary defensive structures being unable to fight against anything greater than a couple of light cruisers I tried to mod in more system and other slots. Also increased HULL points significantly to make it tougher in the face of armor/shield piercing weapons. Makes planetary assault more of a trouble now.
NOTE: for the sake of fair play I recommend using the autodesign feature (balanced) for this as the AI is uncapable of perfectly refitting its planetary designs like installing multiple shields. (Though it's up to you).
NOTE 2: despite the info panel on the star map stating NIL shielding the installed shield modules DO add up the shield points (see screens)
http://steamcommunity.com/sharedfiles/f ... =882876631
http://steamcommunity.com/sharedfiles/f ... =882876656
Somehow I was not able to add light mounts (for point defenses) - smth gets in the way while executing the autodesign procedure, I'm not a coder so this error is beyond my understanding yet.
As of now added 1 more weapon 7x slot, 2 system (55) slots, 2 missile 7x racks, 2 Fighter squads x7 to planetary defenses.
Rebalanced weapons and systems so that kinetics stop dominating the battlefield (added kinetics resistance to ALL shields starting from 50 and them going up to 70 and 100%) and changed weapons (primarily beams AND Heavy Railguns) damage.
SEMI-FIXED strike fighters. Somewhat. At least now they do attack both small targets and ships and structures with bombs.
Released.
Link
https://drive.google.com/file/d/0B65c3l ... sp=sharing
Download the mod and follow the instructions within.
https://drive.google.com/file/d/0B65c3l ... sp=sharing
Spreadsheet with current weapon rebalance
Any comments/advice appreciated.
1) Planet hardpoints now mount medium/heavy/siege weapons or missiles.
2) Introduced a special Planetary (PL) weapon MOD for all medium/heavy/siege beams that greatly increases their Range at EXTREME power cost. Due to that can be used by planets only as they have unlimited power. Serves to counter kinetics LR attacks when you have nothing but beams.
UPD. V1.1 of March 16
Balancing done as per feedback.
1) Planet defenses now have 2 Planet 6x mounts, 2 light 6x mounts for PD, 2 system (22x and 44x) mounts, 2 missile 6x racks, 2 Fighter squads x6
Each new defense slot gives SAME amount of mounts PLUS 1 extra Planet 6x mount.
The idea behind that was to make planetary defense a match for a battleship (at least)
2) Planet hardpoints can equip only Heavy and Siege weapons or Missiles/Torpedoes.
3) All Heavy mounts (beams included) now receive LR Mods. That will eliminate cases when a couple of cruisers with Hv LR kinetics fire from afar remaining at safety.
4) Harpies get 50 Armor points ))) No more '1 explosion kills them all' battles.
UPD. V1.0 of March 15 released.
As I dislike the idea of a planetary defensive structures being unable to fight against anything greater than a couple of light cruisers I tried to mod in more system and other slots. Also increased HULL points significantly to make it tougher in the face of armor/shield piercing weapons. Makes planetary assault more of a trouble now.
NOTE: for the sake of fair play I recommend using the autodesign feature (balanced) for this as the AI is uncapable of perfectly refitting its planetary designs like installing multiple shields. (Though it's up to you).
NOTE 2: despite the info panel on the star map stating NIL shielding the installed shield modules DO add up the shield points (see screens)
http://steamcommunity.com/sharedfiles/f ... =882876631
http://steamcommunity.com/sharedfiles/f ... =882876656
Somehow I was not able to add light mounts (for point defenses) - smth gets in the way while executing the autodesign procedure, I'm not a coder so this error is beyond my understanding yet.
As of now added 1 more weapon 7x slot, 2 system (55) slots, 2 missile 7x racks, 2 Fighter squads x7 to planetary defenses.
Rebalanced weapons and systems so that kinetics stop dominating the battlefield (added kinetics resistance to ALL shields starting from 50 and them going up to 70 and 100%) and changed weapons (primarily beams AND Heavy Railguns) damage.
SEMI-FIXED strike fighters. Somewhat. At least now they do attack both small targets and ships and structures with bombs.
Released.
Link
https://drive.google.com/file/d/0B65c3l ... sp=sharing
Download the mod and follow the instructions within.
https://drive.google.com/file/d/0B65c3l ... sp=sharing
Spreadsheet with current weapon rebalance
Any comments/advice appreciated.