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General Rebalance MOD current

Posted: Wed May 17, 2017 8:41 pm
by Chasm
Uses most recent build as of 5-17-17
https://drive.google.com/open?id=0By3Vb ... WVZaGQ2LUE
Full Weapon rebalance (beams kinetics and missiles all have a different use and flavor now, Kinetics use ammunition)
Small craft all have different uses and are MUCH more effective.
More tech tree options unlocked (terraforming options, Viper extended range with captured marauder weaponry), shuttles unlocked by small craft, some tech links moved
Systems tweaked (Munitions bay MUCH more useful now)
Hardpoint mix rebalance (medium fixed can mount light weapons, heavy fixed cannot). Hangers/berths can haul cargo.
Science leaders tweaked a bit.
Races tweaked a bit.
Ashdar light cruiser fixed weapon mounts unlinked, scout cruiser design uses 1 scanner, not 2.
Gremak Scout cruiser design uses 1 scanner, not 2.
Human colony ship requires orbital infrastructure.
Phidi transport has additional built in cargo capacity (making it cost effective vs other races transports)
Planetary defenses modified (added shield, hangar and missile) (props to Stixon's Mod)

Re: General Rebalance MOD current

Posted: Fri May 19, 2017 3:12 am
by siyoa
good job :)

poking in the files, it seems that your WeaponMethods.lua contains data from ~TECHNOLOGY.lua and not what it's suppose to in that file, you may need to fix that in order for your mod to work correctly

Re: General Rebalance MOD current

Posted: Fri May 19, 2017 4:05 am
by Chasm
My error when I updated it today. Will fix asap.
New link:
https://drive.google.com/open?id=0By3Vb ... WVZaGQ2LUE

Re: General Rebalance MOD current

Posted: Wed May 24, 2017 11:07 pm
by Chasm
Additional modifications to all small craft (including cost across the board). Bomber cost is now in line with other small craft. Gunboats unlocked.
https://drive.google.com/open?id=0By3Vb ... WVZaGQ2LUE

Re: General Rebalance MOD current

Posted: Thu May 25, 2017 6:20 pm
by siyoa
just a heads up, and this needs to be confirmed

specifying amount of weapons fighter uses in WEAPONS.lua in loadout section may not do anything

function _G.get_fighter_weapon in tech.lua reads it, but it seems to return weapon only, not its quantities
subsequently launch_fighter and fire_weapons functions in their respective files treat each single fighter as a single weapon, so there is no way you can split that single weapon into smaller chunks, i.e. 2 (or 4) single weapons

if the above is correct, one quick and dirty way around this (and it still would need some coding) is to artificially increase amount of fighters launched as per "n" in loadout section of WEAPONS.lua, i.e. instead of 4 fighters with 2 weapons each, you launch 8 fighters with 1 weapon each, you may need to adjust health to reflect this for balancing purposes ... it won't be prefect, but definitely easier than trying to completely rewrite launch_fighter and fire_weapons functions

I will check in playthrough, when I have a chance, if increasing "n" in loadout section of WEAPONS.lua increases the damage single fighter does, or not

Re: General Rebalance MOD current

Posted: Thu May 25, 2017 7:26 pm
by Chasm
Seems the n quantity does not do anything as you suggested. Still, on my playthroughs so far small craft are working out a lot better. Balance on them seems to be about where it needs to be.

Re: General Rebalance MOD current

Posted: Thu May 25, 2017 9:28 pm
by siyoa
Chasm wrote:Seems the n quantity does not do anything as you suggested.

thanks for confirming, I wouldn't be so aware of the possibility of it not working correctly, if I wasn't in those files so much lately :D

Chasm wrote:Still, on my playthroughs so far small craft are working out a lot better. Balance on them seems to be about where it needs to be.

by all means, I like strong small crafts, in my own game rebalance if you don't bring a few carriers with fighter/bomber squadrons to take on heavy planetary defenses, you are sol 8-)

Re: General Rebalance MOD current

Posted: Fri May 26, 2017 6:56 pm
by Chasm
https://drive.google.com/open?id=0By3Vb ... WVZaGQ2LUE
Latest (and should be last for a while) rebalance. Stats for all small craft shown during ship design. Tweaked gunboat stats. Tweaked tech tree a bit. Some additional techs unlocked. Flak cannon unlocked (rapid fire coilgun).

Re: General Rebalance MOD current

Posted: Sat May 27, 2017 6:32 am
by zolobolo
Chasm wrote:https://drive.google.com/open?id=0By3Vbg9hczJhTG53eFVZdFZsYW8
Latest (and should be last for a while) rebalance. Stats for all small craft shown during ship design. Tweaked gunship stats. Tweaked tech tree a bit. Some additional techs unlocked. Flak cannon unlocked (rapid fire coilgun).


Thanks for this mod, will give it a try.
What are gunships btw?
Are you planning to do AI optimisation as well?

Re: General Rebalance MOD current

Posted: Sat May 27, 2017 7:46 am
by Chasm
Gunboats were an unimplemented fighter type, 1 tier above strike fighters. There are ALOT of changes, and many unlocked techs. Some techs now need new additional requirements as well. Unfortunately my coding is nowhere near good enough to alter the ai for the better :(

Re: General Rebalance MOD current

Posted: Sat May 27, 2017 11:33 am
by zolobolo
Chasm wrote:Gunships were an unimplemented fighter type, 1 tier above strike fighters. There are ALOT of changes, and many unlocked techs. Some techs now need new additional requirements as well. Unfortunately my coding is nowhere near good enough to alter the ai for the better :(


Now I remember - they were supposed to be able to navigate without a carrier unit.
The name is so confusing to me, as I always imagine a type of ground support unit - or at least a vessel which transports troops and has some suppression weapons

The weapons did need some tweaks as railgun and primary point defences rule over all others, guess your mod addresses this heads-on
Thanks for sharing :)

Re: General Rebalance MOD current

Posted: Tue May 30, 2017 1:40 am
by Chasm
https://drive.google.com/open?id=0By3Vb ... nktRWEwSk0

Phidi transport/troopship no longer needs orbital facilities to be built.
Phidi transport now needs the standard civilian 2 turns to warp away from an encounter.
Various tweaks.

Re: General Rebalance MOD current

Posted: Mon Jun 05, 2017 11:01 pm
by Chasm
https://drive.google.com/open?id=0By3Vb ... 0ZobE9EWEE

Unlocked Drones.
Some tech tree tweaks.

Re: General Rebalance MOD current

Posted: Thu Jun 08, 2017 4:09 am
by Chasm
https://drive.google.com/open?id=0By3Vb ... m1TclpMRUE

Weapon tweaks, adjusted powerplants to filter properly, Some descriptions updated. Epic and marathon mode science multipliers increased. Costs in marathon decreased to where the human side can buy their 1st farm.

Re: General Rebalance MOD current

Posted: Fri Jul 14, 2017 5:12 am
by GrosseAdmiralFox
I'm getting .lua problems right now:

Code: Select all

Lua state\@Technology\tech_tree_edges.lua:1221: attempt to index global 'unconventional_tree_edges' (a nil value)
Lua state\@Technology\tech_tree_edges.lua:1221:try_join:
 Lua state\@Technology\tech_tree_edges.lua:1231:add_simple_edges:
  Lua state\@Technology\tech_tree_misc.lua:80:generate_drawable_tech_tree:
   Lua state\@Technology\tech_tree_misc.lua:19:query_tech_tree_cache:
    Lua state\GUI\TechPane\TechTreePane.lua:81:on_changed_galaxy
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:335:RaceSelection.lua:629:
   Lua state\GUI\StartScreen\~StartScreen.lua:186StartScreen.StartScreen :
 :
Lua state\@Technology\tech_tree_edges.lua:1221: attempt to index global 'unconventional_tree_edges' (a nil value)
Lua state\@Technology\tech_tree_edges.lua:1221:try_join:
 Lua state\@Technology\tech_tree_edges.lua:1231:add_simple_edges:
  Lua state\@Technology\tech_tree_misc.lua:80:generate_drawable_tech_tree:
   Lua state\@Technology\tech_tree_misc.lua:19:query_tech_tree_cache:
    Lua state\GUI\TechPane\TechTreePane.lua:123:on_open


Did I install it wrong or something?