Stellaris

Stellaris

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Game Balance mod
   
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May 18, 2016 @ 5:02pm
Jul 6, 2016 @ 5:06pm
12 Change Notes ( view )

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Game Balance mod

Description
This is a multiplayer focused combat balance and bug fix mod. I generally tried not to deviate too much from vanilla whilst rebalancing the modules. Let me know if you have any bugs/suggestions. :)

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Bug Fixes
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- Fixed combat computer rate of fire and damage bonuses to actually work.
Bug described here: https://forum.paradoxplaza.com/forum/index.php?threads/1-0-3-48f6-ship-damage-rate-of-fire-and-range-bonuses-do-not-work.936392/

- Fixed ships with defensive computers sitting out of range and doing nothing.
Bug described here: https://forum.paradoxplaza.com/forum/index.php?threads/1-0-3-lazy-cruisers.939811/

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Component Changes
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- Rebalanced all projectile weapons to have the same accuracy as their energy weapon counterparts.
In general projectile weapons have the second highest dps(strikecraft is highest) in the game but has no special properties such as armor penetration.
Autocannon damage increased by 20% across the board. Though large autocannons are still somewhat poor...will need to be monitored.

- Rebalanced and fixed strikecraft.
Fighters are tough and rebuild fast, but have comparatively lower damage.
Bombers have a massive DPS potential, but rebuild slower and are more fragile.
Space amoeba bomber changed from a tier 3 bomber to a tier 2 heavy bomber(more hp less dmg).

- Rebalanced missiles.
Torpedoes have the highest damage, shield penetration, and the longest range, but are the slowest and easiest to counter.
Conventional missiles have slightly less DPS and range, but are significantly harder to shoot down.
Swarmers have significantly lower DPS, but are very difficult to shoot down.

- Shields Improved. Power requirement reduced by half, HP bonus increased by 20%.
Shield recharge module regen rate increased by 20%.

- Point defense reworked. Range increased from 8 to 20/22/25, cooldown increased from 0.9 to 4. Damage increased to keep overall DPS the same.
PD is now significantly less effective against missiles with a good rate of fire. The upgrades are rather powerful, so don't neglect them. ;-)
Flak battery range increased from 20 to 40.

- Sensors range increased by 50% for all ships, 70% for all military stations.

- Corvette evasion rebalanced
Reduced engine(thrusters) evasion bonus from 10/20/30/40 to 10/17/24/31.
Increased engine(thrusters) speed bonus from 0/10/20/30 to 0/15/30/40.

Reduced defensive combat computer basic/advanced evasion bonus from 10/20 to 5/10.
Reduced aggressive combat computer basic/advanced rate of fire bonus from 10/20 to 5/10.
Reduced sentient combat computer evasion bonus from 15 to 10.
Reduced sentient combat computer rate of fire bonus from 20 to 10.
Reduced precognitive combat computer evasion bonus from 20 to 10.


- Particle/Tachyon lance armor penetration reduced from 100% to 50%. They made plasma weapons pointless.
Particle/Tachyon lance, Kinetic artillery accuracy reduced from 90% to 82%. With the rate of fire/dmg bug fixed battleships with these long range weapons were obliterating everything before they can get within range.
- Cloud lightning(the weapon researched from void clouds) accuracy increased from 70% to 90%. It remains a subpar weapon, but can be used to counter evasion.

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Ship Changes
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- Added hanger only sections to destroyers, cruisers, and battleships. Each can now carry a maximum of one, two, and six squadrons of strike craft respectively.

- Reduced evasion penalty on destroyers/cruisers from 25%/50% to 15%/40%.
- Removed battleship evasion. Increased battleship damage by 15%.

- Military stations(defense platforms/military station/fortress) improved.
Base hp increased by 100%/110%/120% to 4000/8400/17600, this bonus works on +HP modules as well.
Shield module hp increased by 125%.
Upkeep reduced from 175% to 75%.
Base cost for medium/large stations increased by 150/300 minerals.
Construction exclusion radius decreased.

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Future changes
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- Second pass strikecraft balance.
- Add influence cost to military stations. Anybody know how to do this? Every time I try it crashes the game.
19 Comments
C0DEx May 24, 2016 @ 10:04am 
Sounds like great stuff, I'll give it a try right now =)
Mitchverr May 24, 2016 @ 3:08am 
from what i can tell the extra hangers for the battleships are now missing and reverted back to the vanilla version.
biship May 23, 2016 @ 3:55pm 
Great!
Gamesguy  [author] May 23, 2016 @ 2:04pm 
Ah I think I know the problem, will fix when I get home.
AlienGeek May 23, 2016 @ 1:33pm 
Only this mod is enabled...
AlienGeek May 23, 2016 @ 1:31pm 
I have 50 lines like these in errors log:
[16:30:12][section.cpp:319]: ship section entity "mammalian_01_battleship_bow_M3S2_entity" is missing required locator "strike_craft_locator_01"
[16:30:12][section.cpp:319]: ship section entity "mammalian_01_battleship_bow_M3S2_entity" is missing required locator "strike_craft_locator_02"
[16:30:12][section.cpp:319]: ship section entity "reptilian_01_battleship_bow_M3S2_entity" is missing required locator "strike_craft_locator_01"
[16:30:12][section.cpp:319]: ship section entity "reptilian_01_battleship_bow_M3S2_entity" is missing required locator "strike_craft_locator_02"
Gamesguy  [author] May 23, 2016 @ 1:03pm 
Do you have another mod installed that modifies NPC battleship templates? I didn't change anything about the swarm battleship, which is an NPC.
biship May 23, 2016 @ 10:13am 
Why do I see hundreds of error with the section_templates files?

[13:06:36][section.cpp:319]: ship section entity "swarm_01_battleship_bow_L1M1S2_entity" is missing required locator "large_gun_01"
[13:06:36][section.cpp:319]: ship section entity "swarm_01_battleship_bow_L1M1S2_entity" is missing required locator "medium_gun_01"
Gamesguy  [author] May 21, 2016 @ 12:58pm 
Yes, they launch from quite far away now.
heechee May 21, 2016 @ 11:30am 
Does the mod increase range of the strikecrafts?