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I think I'll reduce regenerations a bit and change station reactivation to 50% health, that should solve the Khan problem.
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.
etc.
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.
If you have any suggestions on tweaking the numbers, pls write a comment in the post about the changes!
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.
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
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).
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.
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).
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.