Stellaris

Stellaris

Enhanced ships
24 Comments
Immortalits  [author] Jun 5, 2019 @ 10:38am 
Yes, I've lowered it, especialy because of reimplemented regeneration mechanics, if I double health pool or something like that, even if I reduce regenerations by 50%, they would be the same too high regenerations, that's why it's hard to balance, and also my mod is mostly for my personal playstyle for smaller maps, wheere there are only a few planets for everyone.
Utran Jun 5, 2019 @ 4:49am 
@Immortalits Yes, true. Stations in vanilla are too easily sniped. However I'd suggest lower the regeneration rate lets say 0,5%/day and a extend the cooldown for it to come rebuild probably like 4-5x. It should be fine then. Also if you want to keep bigger stations to mean something, just extend their basic health (although I believe you have also lowered it in this mod from the start).
Immortalits  [author] Jun 4, 2019 @ 4:56am 
@Utran thanks for the feedback, I'm currently not playing the game, but will look to solve the issue, the stations are intended to be that strong, since lategame there's no other option for them to be effective, than to be this tanky, but the reactivation is truly a bit problematic.
I think I'll reduce regenerations a bit and change station reactivation to 50% health, that should solve the Khan problem.
Utran Jun 4, 2019 @ 4:22am 
The regeneration is a bit too big and too quick. In the early game I took a basic station from the enemy and he is unable to take it back with a fleet of 800 (while the station is stated to be 400+/-).
I've moved up towards the capital where the station is about 500 and my total ship strength is 1,7k (1st fleet full (10) corvettes, 2nd 4 corvettes and a derelict cruiser. And I can't bust through it in a reasonable time.

On another game I had a bastion (the one with 4 slots) and a Khan fleet even though they managed to bash it after a long time, they barely moved away about half the system and the station regenerated back.
Briggs Jun 28, 2018 @ 5:07pm 
I would like to thank you again for pointing out the shield regen.
Immortalits  [author] Apr 2, 2018 @ 3:00pm 
Update done, pls say your opinnions about the changes, tell if you find anything unbalanced or if I've missed something to change or messed up a change.
Immortalits  [author] Mar 30, 2018 @ 2:28pm 
Larger platforms added to the update.
Briggs Mar 29, 2018 @ 5:33pm 
I don't really have any big ideas. Mostly just stuff I do for RP. However, if I do think of anything while playing my next game (whenever that will be) I'll let you know.
Immortalits  [author] Mar 29, 2018 @ 5:25pm 
Well, my mod is almost creating a new game based on the original even with these simpl changes and i'm trying to expand it in the core principle of rebalancing things. If you have any ideas, just write them down and I'll try to implement them if they fit to my mod idea.
Briggs Mar 29, 2018 @ 5:22pm 
Wow! Thank you so much! I'm absolutely going to test that this week end. I'm not sure this mod will mesh well with my other ones, but I'm favoriting it none the less!
Immortalits  [author] Mar 29, 2018 @ 5:20pm 
it's in the separate files, like 'component templates' file '00_utilities_aux' or '00_utilities_auras'
etc.
Immortalits  [author] Mar 29, 2018 @ 5:14pm 
ship_modifier = {
ship_shield_mult = 0.1
ship_shield_regen_add_perc = 0.7
}

just put in that XY_add_perc = Z formula

well... it took quite a while to find that formula from existing files, but in the end it was just this simple (it is also important to be 'ship_modifier' instead of simple 'modifier' in the command.
Briggs Mar 29, 2018 @ 3:42pm 
Is it in the defines? Something I missed?
Briggs Mar 29, 2018 @ 3:41pm 
Wait, what?! How did you bring back in combat regen?
Immortalits  [author] Mar 29, 2018 @ 1:58pm 
Fleet rework changes will be updated on 2nd of april!
If you have any suggestions on tweaking the numbers, pls write a comment in the post about the changes!
Immortalits  [author] Mar 27, 2018 @ 9:04am 
Cost will increase proportionally by the fleet cap value. (at titan, it's 5 times increased fleet cap requirement and mineral cost will probably increased by 2.5 times - or 5 times)
The mod won't be updated until I feel the changes balanced.
These changes are in order to increase the value of a single ship - especially larger ships - and create an economy, where larger ships are more expensive, compared to smaller ships, but provide better firepower -> a single battleship will beat 2 cruisers in value, but 2 cruisers are cheaper.
I'll probably rework the fleet and naval capacity techs too to further adjust the ships value.

I'll make a post about the changes before I update the mod to get feedback about the changes.
If required, I might even make 2 separate mods.
Immortalits  [author] Mar 27, 2018 @ 9:04am 
Work in progress:
a balanced version of overall ship number reduction by increasing a single ship's power, it will be made probably by restoring the weapon damage and increasing ship durability, while largely increasing the minderal cost and build time of the ships.
possible fleet cap requirements:

corvette - 3 or 4
destroyer - 7 or 8
cruiser - 16 or 18
battleship - 36
titan - 80
Immortalits  [author] Mar 27, 2018 @ 7:05am 
A few things have changed in the current 2.0.2 patch, which requires update in my mod, but I'll wait for another update, because I have to check quite a lot of things, how the were affected (combat comps, weapon stats, techs, traits, etc.)
Immortalits  [author] Mar 27, 2018 @ 2:46am 
Planning to reduce torpedos HP a little bit to make PD effective against them, because with the current values, it's the same as in the core game if we look at the PD's effectiveness against missiles, which is quite bad, especially in the lategame. I'm thinking about a 25% HP reduction for them.
Immortalits  [author] Mar 24, 2018 @ 6:11pm 
check the changelogs, there are some new things
Immortalits  [author] Mar 9, 2018 @ 7:24pm 
After the quick-checks in my save game, I was unsatisfied still with the starbase shield ammounts compared to hull and armor, so there might be future increases for the shield ammount modification.
And pls write your experiences with the starbases, if they feel too strong.
With lategame techs, a battleship has around 200-300 damage / day and with AUX slots filled, a citadell has ~ 3-4k regen / day, which is 20 battleships for just nullifying the regeneration (using raw numbers, not calculated with damage bonuses to certain defensive layers).
Immortalits  [author] Mar 9, 2018 @ 7:15pm 
Starbase additional modifications to balance out their bonus self reprair has been finished.
2 G slot Corvette section tech done (more or less) - I've got a problem finding out how I can modify the ingame name of the tech and the tech's description; I've managed to change the 'prereq_desc', but that only changes the extra information within the tech window in the game, not the tech info itself... so the tech is now there, Icon is the same as for normal corvettes. only it's name is a bit weird (tech_heavy_corvettes) - it's the 'tech ID' itself which is used by other game files to find the tech.
Immortalits  [author] Mar 8, 2018 @ 10:43pm 
Thingking about modifications to regeneration values, changing their numerical focus into the aux slot from the other sources.
Numerically: 0.5% hull 0.9-1.2% armor regen from hull tissue; 0.7% hull 2.5% armor regen from titan aura. reducing other sources to 0.3% hull and armor regen (living metal; admiral trait; devouring swarm ->with HP bonus increased from 25% to 30% to keep the overal power lvl of the trait or reworking it into 20% HP and 10% amor bonus).
Immortalits  [author] Mar 8, 2018 @ 10:03pm 
Starbase modfication files finished, it reduces base starbase hull and armor around 40% for lvl 1-2 and 50-55% for lvl 3-4; but will make it more balanced with turned on regeneration for starbases.
Trying to figure out how the developers made defense platforms into a starbase building-thing to make changes to them too; like giving tech to unlock the previous larger versions of military stations -> making starbases truly able to hold up multipple fleets alone.
Will update things again shortly; trying things currently in my own games before updating the mod.