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unmerged(408859)

Second Lieutenant
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Nov 10, 2011
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  • Sword of the Stars II
I've created this thread now that my desire to slow down the real time combat part of SotS 2 has now turned in to a mod that covers ship movement and weapon/turret modifications.

Aim of this Mod
This mod was created out of my desire to slow down real time combat so I could micro manage my fleets more easliy and make use of the fact that each ship has left, right, top & bottom armour values for each section. In its vanilla flavour, SotS2 combat seemed to happen too quickly to be able to effectively make use of this new feature. What I was after was something more akin to a WW2 surface fleet encounter where positioning your ship in relation the the enemy was just as important as how many guns you had.

What This Mod Does
a. Ship Movement

Essentially ships now no longer handle like sports cars. I've adjusted all the acceleration stats for all the races ship sections to give them a slower more realistic movement apart from battle riders/cruisers and drones. Bearing in mind that sometimes these ships need to cover large distances in a battle their forward speed values remain the same - it'll just take a little longer to reach top speed.

b. Turret Tracking
In addition to slowing the ships movement down I have also adjusted turret tracking speeds. PD remains super fast to track missiles, but other turret sizes are suitably slower. Large turrets will now struggle to track fast/close targets and maneuvers such as "Crossing the T" become very important for letting large weapons get a bead on smaller ships.

c. Weapon stats
While making this mod, I also felt that the weapons in SotS2 were a bit bland. They're all reasonably good at everything and because there was little difference between plasma/fusion tech, laser tech or projectile tech you could easily choose to specialise in one area and not really feel at a disadvantage. Hopefully the new weapon values will rectify this by giving each tech an obvious focus.

Projectile Tech
These are now the long range hitters. Their range has been increased considerably. They are more accurate (although at range they're still pretty poor until you've got AP or HEAP rounds) and they do consistant damage no matter how far the target is. Projectile speed as also been increased so it no longer looks like you hurling rocks at enemy ships! :)

Plasma/Fusion tech
This is your close in, knife fight weaponry. Massively powerful at close range (a standard plasma bolt round is nearly as powerful as a heavy driver round but in a medium turret) but is only good for a seriously short range. A broadside from a cruiser packing soley this tech can make a real mess, but only if it can get close enough.

Laser tech
This mod only changes the laser bolt weapons. Beams and phasers all seemed pretty good as is. Laser bolts are extremely accurate at all ranges, but only do good damge in the short to medium range. Long range shots will pretty much always hit but will deal little damage. Laser bolts also make reasonable PD against torpedos and planetary missiles (sometimes they even get lucky with normal missiles) so they're a good all rounder.

Torpedo Tech
Torpedos are now much more powerful (dealing around twice the original damage), but only at range. They excel as stand off weapons and are most useful in the opening volley of an engagement or at the end to destroy fleeing ships. Used close in they deal very little damage, but at range "KABOOM"!

01/04/2012 Verson 0.2 update notes
This is a rebalance of laser, projectile and cannon weapons and includes updates to the crew, supply and energy requirements for each weapon to make more thought required when designing ships :)

Laser Weapons
Still the most accurate all rounder. Damage has been increased to reflect changes in the other weapons and due to their increased power requirements. Accuracy has been reduce slightly at long range as they were a little too good at shooting down missile. Their armour penetration is poor, but they fire so quickly and with such accuracy that they'll nibble away armour faster than you might think!

Cannons (Plasma, Fusion and Anti-matter)
This is where most of the changes take place. These weapons do close in damage and overall they are now much more accurate. Plasma weapons burn more armour and have an AP bonus. Fusion does less armour damage and losses the AP bonus, but gains a critical hit roll and does more structure damage. Antimatter has the best of both with an AP bonus, critical hit rolls and further increased damage but suffers due to energy requirements.

Projectile Weapons
Mainly just crew, energy and supply changes. These weapons require the most supply and crew so expect to be using camel and caravan modules a lot if your not going to equip any other weapon type. These guns are now highly inaccurate at close range and their projectiles knock ships less (although it is still present to a certain degree). They are more accurate in their optimum range band. They do the most armour damage of all weapons. Standard projectiles knock chunks out of the surface of ship armour, AP digs deep holes and HEAP digs a hole then explodes!

Bursters have also been redone. Their huge impact blast has been reduced so ships aren't sent flying. The standard burster explodes into 20 Mass Driver rounds, but seeing as the Modded Mass Driver rounds have a much longer range than before I have changed this so that it explodes into 20 Plasma Rounds which have a much shorter range. Looks pretty as well :D

01/04/2012 Verson 0.3 update notes

Fix sniper rounds knocking ships around too much
Laser damge has been reduced as they were just way too over powered with their mega accuracy.
Projectile weapons have been made more accurate at range as they were still missing more often than hitting.
Fusion torpedos now do way less structure damage but still loads of armour damage. AM torps remain as ship killers :)
Drones now maneuver more slowly (same top speed) but have a much longer mission time (range). Large combined fleets of drones, battleriders, cruisers and DN/LV look amazing as you can now see the drones more easily.

14/04/2012 Verson 0.32 update notes

A complete redo of all the weapons as some I simply wasn't happy with the previous versions. Here's a quick run down
Ballistics
Long range weapons and quite accurate at range too. Do more damage at max range and less close up. they are still useful in a knife fight, but there are better weapons to use if that's your thing. They excel at hitting large heavily armoured targets at distance.

Energy Cannons (plasma, fusion, antimatter)
The close up weapon of choice. Limited range (but slightly longer than in previous mod versions) they do more damge the closer you are. Projectors are devastating but then you are giving up an entire section of your ship to them.

Lasers (bolts)
Lasers are now more of an anti drone/torpedo/Battle Rider weapon. Red lasers make a reasonable "poor man's" point defence weapon as it now has a double volley shot. X-ray lasers can still make a mess of a cruiser but their damage now is about half what it was before.

Lasers (beams)
I haven't quite finished these, but the idea is these will be the best anti drone and battle rider weapons to use. So they'll be accurate enough to hit those ships, but unable to engage missiles and to short range to take down torpedos.

Heavy Beams
Beams have simply had their damage increased the closer you are to the target.

PD
PD was completely borked! If it could engage normal ships it would be the most powerful close range weapon around! I've fixed that. They now do very little damage. This has resulted in all missile and torpedo weapons having their health reduced. In practise this seems to work ok, but may need to be tweaked later.

Drones
More range, more HP, less speed! Drones are now quite graceful in their attack runs and deadly if you haven't got suitable PD weapons or laser beams.

Supply/Energy/Crew
As this doesn't seem to make any difference to ships I have left it all as default for now.

14/04/2012 Verson 0.4 update notes

Just a minor update to include all the recent section updates. Now that we can launch missiles in the weapon test area I have been able to complete the laser bolt/beam updates.

Laser Bolts
To keep older tech usable (and I never really understood having red and green when you've already got UV as starting tech) I have modified them to become anti missile/drone/BR weapons.

Red lasers are now a pretty reasonable Anti Missile PD substitute as they now fire faster. But they are short ranged and weak.

Green lasers are more powerful than red and have a better ranger, but slower firing. Best against drones

UV & XRay can still take a crack at missiles/drones but are better against BRs.

Laser beams are accurate, do good damage but are too slow to take out missiles reliably. Should be great against drones & BR.

22/05/2012 Verson 0.41 update notes

Just a minor update to address slow ships so they now move a bit quicker.

Future Additions to the Mod
Revisit weapon supply usage as not 100% happy with it. :)
Balance ship modules to make using them have cost and ship maneuverability penalties.
Balance platforms so they are more resiliant to attack.
Look at adding new weapons (I'd like to see a small turret flak cannon!)

Installation of the Mod
Download the zip file and then extract to your steam/steamapps/common/sword of the stars ii/ folder. You will also need to do this everytime a new update for SotS2 is released.

Uninstallation of the Mod
Simply to verify your local cache through steam and it will redownload the origianl files.

Download Link
Tactial Combat V0.41 tested and working with SotS2 r21284c and includes all the latest section updates.
http://www.jimmy-a-gogo.com/tacticalcombat-v0.41-r21284c.zip
Let me know what you think and suggestions on other changes are always welcome
 
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Worth noting that it's for r20241c and confirmed to work with that - in case a new patch breaks something or adds something or does something else to break the mod.

Also 2 additional side notes.. it would be nice if you put a [Mod] and a Version in the topic title like so [Mod]Tactical Combat V0.01

And additional rename the zip file to match what version it is like so tacticalcombat-v0.01.zip . This will make sure we can see when you updated the files by just looking at the topic title. No need to do that now to the file already there, but when you feel like making more mod changes, this will help to keep everything sorted for future mod things ;)

As for the mod, this is how SOTS2 should have been, so yeah ;p
 
Worth noting that it's for r20241c and confirmed to work with that - in case a new patch breaks something or adds something or does something else to break the mod.

Also 2 additional side notes.. it would be nice if you put a [Mod] and a Version in the topic title like so [Mod]Tactical Combat V0.01

And additional rename the zip file to match what version it is like so tacticalcombat-v0.01.zip . This will make sure we can see when you updated the files by just looking at the topic title. No need to do that now to the file already there, but when you feel like making more mod changes, this will help to keep everything sorted for future mod things ;)

As for the mod, this is how SOTS2 should have been, so yeah ;p

Good points, this is actually my first mod ever! :D
 
Well no worries, everyone starts somewhere somewhen ,p

As for more mod ideas, is there any way to make drones fly further and remain out for longer? Currently they return to base after about 2 sectors of movement. Also platforms particularly drone and sensor platforms should probably get some more HP and armor now that you have boosted torpedoes. They are a bit brittle (though hiver warp-gates should not become any sturdier ;P)
 
You should look at changing some of the other torpedoes, not just fusion/antimatter/detonating torpedoes. I also think you need to change the variable laser and pulsed phaser to get in line with the other lasers. Pulsed phaser is more or less a laser weapon as well. Even the variable phaser should be looked at I believe.

I reduced the mass of all weapons to about 1/10 of the original (not for those weapon that specialize on it, there I only reduced it by half), that makes combat a little more sane, at least for me. With the reduction of thrust this is really needed, I also wanted the mass of the bullet to impact combat much less than before.

You also need to check the armour grid damage because I do think there are two important values for damage in the game. One is for damage on the armour grid the other for damage on the internal structure of the ship. The Plasma cannon does not do that much armour damage, but lots of internal damage right now.

I also get the feeling that ballistic weapons have gotten a way better treatment than the energy cannon line overall. A plasma canon will shoot up to 300m with a 1 degree deviation while it end up at 4 degrees deviation at 900m, while a mass-driver weapon fire at a 1.5 degree deviation at up to 1200m. Mass-drivers are way more accurate because its muzzle speed is also much higher and it fires quicker and do more damage at all ranges, including armour grid damage. The mass-driver also has a critical hit bonus the plasma cannon do not, not to mention the mass driver will knock the enemy ship around.

The only reason why I see putting an energy canon on a ship is to increase the Endurance of the ship but still have some offensive power on it. But even a dual X-Ray (or even UV) laser is preferable to a plasma cannon as it stands right now.

I believe you need to look at the balance of the weapons. I think that you should make ballistic weapons less accurate at shorter ranges. Why not make their deviation best at medium range and worse at short and long range. Also, make energy cannon shots fire more often and their velocity faster than ballistic weapons.
 
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I commend the moddability of a game because it's the best way to make its longevity go soaring.

Unbelievable, we haven't got a developed game yet but we already have a mod. That's great news, first time I see this happening! :)
 
You should look at changing some of the other torpedoes, not just fusion/antimatter/detonating torpedoes. I also think you need to change the variable laser and pulsed phaser to get in line with the other lasers. Pulsed phaser is more or less a laser weapon as well. Even the variable phaser should be looked at I believe.

Yes, I will be doing the other torpedos. Photonic torpedos in particular simply because at the moment they are simply a glorified projectile weapon!

I reduced the mass of all weapons to about 1/10 of the original (not for those weapon that specialize on it, there I only reduced it by half), that makes combat a little more sane, at least for me. With the reduction of thrust this is really needed, I also wanted the mass of the bullet to impact combat much less than before.

I agree, these are huge ships and shouldn't be effected too much by weapon impacts except where the weapon is designed to cause movement disruption. One in particular is the burster which is just nuts at the moment!

You also need to check the armour grid damage because I do think there are two important values for damage in the game. One is for damage on the armour grid the other for damage on the internal structure of the ship. The Plasma cannon does not do that much armour damage, but lots of internal damage right now.

I also get the feeling that ballistic weapons have gotten a way better treatment than the energy cannon line overall. A plasma canon will shoot up to 300m with a 1 degree deviation while it end up at 4 degrees deviation at 900m, while a mass-driver weapon fire at a 1.5 degree deviation at up to 1200m. Mass-drivers are way more accurate because its muzzle speed is also much higher and it fires quicker and do more damage at all ranges, including armour grid damage. The mass-driver also has a critical hit bonus the plasma cannon do not, not to mention the mass driver will knock the enemy ship around.

The only reason why I see putting an energy canon on a ship is to increase the Endurance of the ship but still have some offensive power on it. But even a dual X-Ray (or even UV) laser is preferable to a plasma cannon as it stands right now.

I believe you need to look at the balance of the weapons. I think that you should make ballistic weapons less accurate at shorter ranges. Why not make their deviation best at medium range and worse at short and long range. Also, make energy cannon shots fire more often and their velocity faster than ballistic weapons.

Yep, I am currently addressing these issues. Projectile weapons will become more specialised long range weapons with an accuracy penalty up close. I may also modify their damage to armour and structure so they do more armour damage than structure. The reasoning behind this is that I'm trying to give the rock/paper/boomstick interlinking. So while projectiles can strip away armour at long range, it is much more efficient to then close and finish them off with plasma weapons which will do more structure than armour damage.

However, if you really want to just try and pick ship off at a distance with long range projectiles then you should still be able to do that...it will just take a little longer (I want to avoid forcing people to use the weapons in a particular way). Or you could use projectiles followed up with plasma/fusion torps, or missiles or anything else that does good structure damage.

Having said that, plasma weapons do need a bit of love to really fit into their role as a close ship killer. Prehaps making plasma burn armour better than fusion, but fusion doing more structure damage with criticals - that way plasma will still remain useful even after researching fusion. Which brings me to another aspect of this mod which is I don't want old tech weapons to be totally useless. I'm hoping I can give them all some kind of advantage where using them in conjunction with older tech is beneficial.

Luckily I have pretty much a whole day tomorrow to play around with at least some of the stuff I've just mentioned.
 
Your ideas sounds really interesting, looking forward to try it out. I also understand that balancing is hard to do and I'm willing to try my best to give you my input using the mod.

I agree that making older weapons still somewhat useful is interesting, just don't go overboard on the concept and make all weapons equal just different. There has to be some bonus getting bigger and tougher guns. ;)
 
Your ideas sounds really interesting, looking forward to try it out. I also understand that balancing is hard to do and I'm willing to try my best to give you my input using the mod.

I agree that making older weapons still somewhat useful is interesting, just don't go overboard on the concept and make all weapons equal just different. There has to be some bonus getting bigger and tougher guns. ;)

Yeah, balancing will be difficult and I will be grateful to all feedback :) and I definately want better tech to be better. For an example I'm currently sorting out the plasma/fusion/anti matter cannons. Plasma is better than fusion at burning through armour and also has an AP bonus, but fusion does way more structure damage and 1 critical roll so it is still worth getting fusion cannons as you could then using plasma and fusion in conjunction will be great for close range combat. Antimatter has the best of both worlds and more structure damage so is definately worth getting. However, Antimatter will have much higher power requirements than fusion or plasma so using it on cruiser class ships will be more tricky (as soon as power/crew/supply actually works :) )
 
with 0.2

I noticed that sniper gauss weapons have still very very strong "bumping" effect on enemy ships, particularly if drones have the sniper gauss ;p

Besides that Combat is pretty nice, changes to plasma are great
Now if only the rest of the game would be as good as the mod ;p
 
with 0.2

I noticed that sniper gauss weapons have still very very strong "bumping" effect on enemy ships, particularly if drones have the sniper gauss ;p

Besides that Combat is pretty nice, changes to plasma are great
Now if only the rest of the game would be as good as the mod ;p

Just released a quick v0.3 which fixes the sniper cannons (well spotted :)) as well as a few necessary balances with lasers/projectiles. Also I've applied the same reduction in acceleration to drones and given them a much longer mission time...now you can watch them perform realistic attack runs etc!

I'm now going to sit back and play a few games to see how everything stacks up. Let me know if you find any other obvious mistakes :D
 
I have tested the differences of the tactics with Canon vs Balistic and I still think the balance between them needs to be adjusted further. For example you have a Pb range of 100m for the plasma, the chances to get that close are very slim, especially with reduced thrusting speed, I struggle to get the ship close enough to start fire at all before most of the turrets are gone on the ships.

I think you should increase the range to Pb 300, Effective 1600 and Max 1800, increase the rate of fire and speed to almost twice. They need the boost because the ships will have to endure quite allot of fire on the approach and currently they will mostly not prevail even with a technology advantage.

I have not tested it extensively, but at least a couple of battles now. It certainly is much easier to stand of at range than closing in. Especially when you break up your formation in combat teams.

Laser weapons also seem to do lots and lots of damage now. I was fighting against Liir and they had massdrivers in their heavy and normal mounts and X-ray lasers in their small mounts, the lasers did twice as much damage on my ships as their ballistic weapons together. Might look into lowering the rate of fire on the laser weapons perhaps.

The ballistics weapons seem to do all right though so far.
 
Maybe instead of making plasma do more damage, the armor upgrades against ballistic weapons should be more efficient, that way a ship with anti-ballistic armor could shrug off any mass driver bombardment (including, to some extend, AP Gauss)

I actually think that if it's at all possible to mod, the armor depth should be increased as well, to maybe to 20 or 30 layers depth. That way damage can stay the same, but ships generally survive a bit longer... I guess it is hardcoded or would display wrongly, but it'd be a neat thing to have and to boot would give more detailed armor simulation for one, but also more armor that can deflect hits. Currently it takes about 3 or 4 hits to make a hole in the armor of a section...
 
I have tested the differences of the tactics with Canon vs Balistic and I still think the balance between them needs to be adjusted further. For example you have a Pb range of 100m for the plasma, the chances to get that close are very slim, especially with reduced thrusting speed, I struggle to get the ship close enough to start fire at all before most of the turrets are gone on the ships.

I think you should increase the range to Pb 300, Effective 1600 and Max 1800, increase the rate of fire and speed to almost twice. They need the boost because the ships will have to endure quite allot of fire on the approach and currently they will mostly not prevail even with a technology advantage.

I have not tested it extensively, but at least a couple of battles now. It certainly is much easier to stand of at range than closing in. Especially when you break up your formation in combat teams.

Laser weapons also seem to do lots and lots of damage now. I was fighting against Liir and they had massdrivers in their heavy and normal mounts and X-ray lasers in their small mounts, the lasers did twice as much damage on my ships as their ballistic weapons together. Might look into lowering the rate of fire on the laser weapons perhaps.

The ballistics weapons seem to do all right though so far.

Are you using V0.3? I reduced the laser damage quite a lot from V0.2 and in the games I played last night lasers did not seem to overpowered (in V0.2 they were just ridiclously powerful :)). I think increasing the range of the energy cannons to 2000m is probably a good idea and maybe bonus damage if you do get in real close?

I'm also please with projectiles even though I think they are still to accurate at close range (but there is not much I can do about it...they're already at 20 deviation at point blank range!) However, because energy cannons do much more damge at close range than projectiles it's still better to use them rather than rely on projectiles, plus, once supply/energy/crew requirements work you'll have to mix it up a little to get a working ship.
 
Regarding the lasers I did not play with the v0.2 so only v0.3. I just compared with two different fleets of only ballistic, only lasers and the laser fleet seemed more efficient at killing enemy cruisers. They are very accurate, have long range and fire rapidly, plus they act quite nice as PD on top of that. I think lasers need some more tweaking.

X-Ray lasers are very energy hungry so it's hard to fit all lasers under the energy constrictions... not that it seem to matter in the game right now though. ;)
 
By the way, if you want to quickly go through all your changed files to see what the patch changed you should use WinMerge .. the Patch seems to add new behavior to some turrets and changes some prerequisites... from first glance, not too many changes
 
Regarding the lasers I did not play with the v0.2 so only v0.3. I just compared with two different fleets of only ballistic, only lasers and the laser fleet seemed more efficient at killing enemy cruisers. They are very accurate, have long range and fire rapidly, plus they act quite nice as PD on top of that. I think lasers need some more tweaking.

X-Ray lasers are very energy hungry so it's hard to fit all lasers under the energy constrictions... not that it seem to matter in the game right now though. ;)

I think you are right, just got into a fight with the Morrigi using the latest patch and my cruisers were getting killed pretty quick with the X-ray lasers. Also I seem to be suffering major slow down in combat now after the new patch :( Going to check a few things out and reduce laser damage a little.

Xrays are power hungry as they have the longest range and highest power jump for laser weapons.
 
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