Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
How are we supposed to share them exactly?
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
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.
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.
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!
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 ?!))
1, 2, 3,.. 10 waves limit.
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]
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.