Space Pirates and Zombies 2

Space Pirates and Zombies 2

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Blorf  [developer] Mar 28, 2017 @ 9:00pm
Sandbox Tuning Sharing:
Here is a place for people to share their tuning files.

Located here: C:\Users\MinMax\AppData\LocalLow\MinMax Games\SPAZ 2\Cloud\Tunables

Just rename MyTunables to something else and it will appear in the game modes menu.

The hope is to someday set these via workshop, but there is no reason people can't share them themselves for now.

Happy tuning :)
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Showing 1-15 of 16 comments
Acer Spacer Mar 29, 2017 @ 7:19pm 
Not to be picky or anything but this might be better to put into the general chat for people to actually see :spazdunno:
Blorf  [developer] Mar 29, 2017 @ 8:53pm 
Done :)
Acer Spacer Mar 29, 2017 @ 9:11pm 
Originally posted by Blorf:
Done :)
YAY
GTX2GvO Mar 30, 2017 @ 11:39am 
So. After renaming.
How are we supposed to share them exactly? :spazdunno:
Cathulhu Mar 30, 2017 @ 1:14pm 
Upload them to a filehoster of your choice and link them.
EmoKat Apr 2, 2017 @ 4:29pm 
I guess I'll be the first one to try this, so here goes nothing.

My setup is based on playing with insane difficulty on the bigger map. The main changes are stronger shields, low health, higher armor, more resources, much stronger zombies, a stronger focus on synergy building, and higher power but slower recharge. I can't promise that it'll be balanced but I'm enjoying my time with it so far.
Just a warning, arena challenges are much much harder with this setup. Also, for anyone having trouble with early game enemies, it's best to take advantage of the zombies and let them fight it out first.

Anyways, let me know what you guys think and I hope you have some bit of fun with it.

https://mega.nz/#!IXowwDRT!svkE9LbQsFKt6k_H2MFSk5I5jVpA23eZByXFrZB22wM
sbm311 Apr 9, 2017 @ 8:38am 
Not tuning in general, but a couple of sliders that drastically change the game's behavior.

The first - "Perk Value Multiplier" in Starmap Setup sliders. With a maximum of 400%, raising the level plays a key role. The difference between star levels becomes insignificant, in comparison with bonuses received from perks. Star level of parts and strikecraft in this case play a much less important. But you should be very careful if you attack an opponent of a higher level. The difference may be greater than expected.

If you install this slider by 25%, get the exact opposite. Levels are nothing, stars are all. 0-1% gives perk bonuses after level 50. Funny both options, but be careful - you can not change this parameter after the beginning of the game, like all the others from the "Starmap Setup" section.

The second is "Sales Tax" in Starmap Meta sliders. Here everything is simple. We put 5% and all parts are sold practically at cost, that is very cheap. So everyone had almost always fully equipped ships. Or 500%, then getting the parts becomes much more difficult, especially high-quality. In this case, the hunting for trophy parts begins.

Both sliders can be combined, for example, the smallest bonus for perks and high prices. Got a lot of fun with these sliders.
Irkie500 Apr 19, 2017 @ 1:33pm 
I have been trying my best to get combat to feel solid with all the strikecraft flying around. I know a large complaint from a lot of people is that they are too strong in comparison to motherships so I adjusted base heatlh to 50% but did 1.5x or 2.0x on armor and shields. In addition I bumped the shield recharge buffer to 12 seconds making them a bit more important.

Also increased perk bonuses to 150% for a little extra kick. I may up that even further but change the leveling speed to slow making your perk choices much more important, and help diversify some roles a bit.
Verum Jones May 20, 2017 @ 6:13am 
play for the long game , i set all resources to minimum amount with the longest respawn time and a long harvest time.
Perk per lvl 2/max perk bonus with lvl time at epic all part unlocking set to epic strikecraft unlocking is epic.
i would prefer to have no large strikecraft or large parts ever available i find they ruin my game. i would love to be able to set core max to 10 instead of only 15 and be able to set a max lvl of 40 for everyone. Would also like to set a cap on the max amount of strikecraft everyone can have 2 hangers per mothership is more than adequate for my long game.
I do set hangers to epic but epic isnt long enough i dont want anyone ever having more than 2 except the bandits they can have 4 max =)

I was also thinking if it was only 10 core max per ship could we be able to have 6 captain battlefields? If so that would be wonderful!
Last edited by Verum Jones; May 20, 2017 @ 2:11pm
Poroh Aug 25, 2017 @ 5:41am 
Adds to settings in generate startmap these parameters:
1) Сhange battle limit more 4 captains;
2) Start with a large number of strikecraft for captains, pirates and infecteds;
3) Possibility of additional strengthening of star bases (at least the capital).
-------
Construction of protective facilities on the resources ?!))
Last edited by Poroh; Aug 25, 2017 @ 5:51am
Poroh Aug 31, 2017 @ 12:52am 
Add a parameter in sandbox while creating startmap: "quantity zombie waves (respawn)"
1, 2, 3,.. 10 waves limit.
Last edited by Poroh; Aug 31, 2017 @ 12:53am
Mr Twister Dec 6, 2018 @ 1:07am 
Ok, here is mine. I find it quite enjoyable. I was trying to tune the weapons balance in what limited way the game allows to do it and these combat settings actually balance out some OP weapons in the ways you wouldn't expect.

For example - a simultaneous mild decrease in armor and substantial increase of HP makes mass drivers far better balanced against other, especially lower-tiered weapons (compare shotguns vs mass drivers for instance). The relationship for mass drivers seems to be nonlinear - much more so than you would expect from HP increase.

Higher durability is also helpful to the AI somewhat as it gives it extra time for decision making and is more forgiving to its stupidity overall. Somewhat higher missile HP also makes missiles more useful and better balanced vs high DPS weapons.

3-star limit on custom parts is highly recommended to keep - this is the main thing that makes player wildly IMBA vs anyone late game. 3-stars is still much much better than any other cap in the galaxy on average and you can still get higher rated random manufactured parts and makes part-hunting more fun. In addition, faction bonuses stay noticeable and relevant the entire game under three stars. I'm thinking that introducing anything higher than three stars was probably a mistake from game design balance point of view.

Reduction in Strike craft star rating helps a lot with crappy Mothership/strike craft balance - I recommend leaving it as it is - you will see mighty warships vs zerging swarms, like it should be, not lame sitting ducks being whipped into oblivion. I also like lower synergy bonuses, but you can pump it up if you wish.

Try it on Expert or Normal and let me know guys, hope you find it enjoyable.

Screenshot of settings:
https://postimg.cc/Y4M1r4j6

Download:
MrTwisters Tunables [www.dropbox.com]
Last edited by Mr Twister; Dec 6, 2018 @ 1:17am
@Innomen Dec 14, 2018 @ 12:41pm 
Thank you twister :) Sounds fun.
Hettow223 Jul 17, 2019 @ 1:55pm 
On a side note for this thread, is there anyway(s) to get Notepad to correspond with the tuning values? The interface can modify all values inside the Notepad tuning file (thought they're all labeled as "float"), but once the actual file is opened, they stopped interacting. IOT if I change scrap to 800 from 200 in the interface, then it updates the Notepad file. But, after opening it via Notepad, if I change scrap back to 200, then re-open the Notepad then it no longer affects the values.

So, I'm wondering if the Notepad file could possibly be edited and remain effective in a future version. Or at least just change some of the sliders to some text boxes like said Resource, Wave # etc.
is there a adjust for enemy level scaling?
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