• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
I will reduce the range of the Ringworld further...

I have not looked at the armies for a while, will take a look at the balance there for next update.
Ok, it seems my modified file accidentally ignored your orbit changes, but testing it with only your mod still had it off a bit.

I tried setting:
change_orbit = 12.5

and it looks pretty good:
kqrF3OE.jpg

They must have some sort of invisible sunscreen though.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Ok, it seems my modified file accidentally ignored your orbit changes, but testing it with only your mod still had it off a bit.

I tried setting:
change_orbit = 12.5

and it looks pretty good:
kqrF3OE.jpg

They must have some sort of invisible sunscreen though.

I have already fixed it... I think the orbit is 15 now and scale is 1.9 or something, they fit very nicely now... will be part of the next update. Thanks for all your hard work... :)
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
I have already fixed it... I think the orbit is 15 now and scale is 1.9 or something, they fit very nicely now... will be part of the next update. Thanks for all your hard work... :)
Heh, no problem. It's not really work when I'm fixing my own game as I go along. I'm not good at waiting for stuff to get released..;)

I fixed it now that I was starting over. I guess if 15 fits then 12.5 might have a tiny overlap, I'll try it out. Unless that's on account of the resizing..?
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Heh, no problem. It's not really work when I'm fixing my own game as I go along. I'm not good at waiting for stuff to get released..;)

I fixed it now that I was starting over. I guess if 15 fits then 12.5 might have a tiny overlap, I'll try it out. Unless that's on account of the resizing..?

I reduced the distance to 15 and increased the scale to 1.9... so that should do it for you as well. :)
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Some info on my changes to the ship class system.

There are currently six size classes, tiny, small, medium, large, very large and gigantic. Tiny ships will be corvette sized and Gigantic will be slightly larger than battleships.

Here are the small version of the classes.
upload_2016-11-21_1-29-32.png
upload_2016-11-21_1-30-1.png
upload_2016-11-21_1-30-25.png
upload_2016-11-21_1-30-58.png
upload_2016-11-21_1-31-16.png

Each ship type will have its own behaviour in combat. This will at least help that AI since there are no direct choice of computer type as there were pre Heinlein patch.

More explicitly there will be seven sizes.

Corvette (1 section)
Destroyer (2 sections)
Cruiser (2 sections)
Cruiser (3 sections)
Cruiser (4 sections)
Battleship (3 sections)
Battleships (4 sections)
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
Looks intriguing. ;)

I found a very serious bug though. I'm not entirely why but my battleship outright refused to engage the enemy, even when I made a fleet of just him. He just approached to almost range and then hovered there. By copying the
Code:
ship_behavior = {
    name = "battleship_sniper"
    preferred_attack_range = max
    formation_distance = 120
    return_to_formation_distance = 50
    collision_awareness = 0.2
    collision_radius = 1.0                            #collision_radius is a multiplier on the radius specified in the ship size
    collision_strafe = 2.5                            #collision_strafe allows the ship to move in any direction while colliding with another
    attack_move_pattern = stay_at_range
    passive_move_pattern = charge
   
    desc = "BATTLESHIP_SNIPER_BEHAVIOR_DESC"
   
    targeting = {
        component_target_weight_mult    = 2.0        #score += <weights based on target ship size from components> * <component_target_weight_mult>
        keep_previous_target_bonus        = 1000        #flat bonus for keeping previous target
        damage_value                    = 2.5        #score += estimated damage dealt ( including damage to shields ) * <damage_value>
        low_health_bonus                = 0            #flat bonus if estimated damage will kill the target in a few shots
        shield_focus_value                = 5            #score += estimated shield damage dealt * shield damage bonus * <shield_focus_value>
        armor_focus_value                = 5            #score += enemy armor * shield penetration value * <armor_focus_value>
        already_incoming_damage_penalty = 200        #score -= ( fleet total estimated damage to enemy / enemy max HP ) * <already_incoming_damage_penalty>.
        distance_to_fleet_penalty        = 0            #score -= manhattan-distance between enemy and fleet * <distance_to_fleet_penalty>
        size_difference_penalty            = 500        #score -= Abs( ship size - enemy ship size ) * <size_difference_penalty>. "Pick a fight with someone your own size!"
        transport_target_penalty        = 50000        #if( target is transport ) score -= <transport_target_penalty>
        civilian_target_penalty            = 100000    #if( target is civilian ) score -= <civilian_target_penalty>
        angle_to_target_penalty            = 10000        #score -= <angle_to_target_penalty> * ( angle to target / 180 )
    }
}
entry from the original game directory over the modified one the ship was willing to fight, so either you modified something that broke it, or perhaps something was patched in vanilla which didn't get carried over.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Either switch the formation_distance and return_to_formation_distance or change passive_move_pattern to charge. Either should do the trick.

I will completely redo these behaviours and test them thoroughly, this first pass was a bit hastily from fixing issues changed from 1.2.
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
I think it's a good idea with the extra ship classes. It makes it easier to sort multiple design types for the player (and keep track of upgrades) and is much easier on the AI.

About the armor rating we talked about earlier I think 200% is working quite well, it basically means that all large weapons still do get through, any less and I don't think armor oriented designs would be very viable as they'd be too fragile.

While somewhat work-intensive I think a good idea for improving combat would be make armor piercing, range and other values increase somewhat for each tech tier. It would feel a lot less static and in the real world looking at stuff like battleships of WW2 vs WW1 the former vastly outranged their older counterparts, even if damage-wise the WW1 ships weren't useless.
For the game it wouldn't have to be big increments it increases, just a few points would add a lot of flavor and allow you to take the first shot if you have the tech advantage.

Also maybe evasion for afterburners? Or maybe that's just me?
 
Last edited:

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
I think it's a good idea with the extra ship classes. It makes it easier to sort multiple design types for the player (and keep track of upgrades) and is much easier on the AI.

About the armor rating we talked about earlier I think 200% is working quite well, it basically means that all large weapons still do get through, any less and I don't think armor oriented designs would be very viable as they'd be too fragile.

While somewhat work-intensive I think a good idea for improving combat would be make armor piercing, range and other values increase somewhat for each tech tier. It would feel a lot less static and in the real world looking at stuff like battleships of WW2 vs WW1 the former vastly outranged their older counterparts, even if damage-wise the WW1 ships weren't useless.
For the game it wouldn't have to be big increments it increases, just a few points would add a lot of flavor and allow you to take the first shot if you have the tech advantage.

Also maybe evasion for afterburners? Or maybe that's just me?

Yes, i currently like the balance with armour being tough on thing like battleships and fortresses. They surely need it so small weapons are truly pea shooters against them. Especially when I will introduce even larger ship classes in the next iteration. One other reason I want more classes is that you will have more variety over time... since time is expanded you should have something fun to look forward to sooner rather than later.

In regards to armour penetration and ranges this is already a change I intended to add. I simply did not have the time to balance that into the change of Heinlein. To make things easy on me I standardized the recharge and damages of weapons for easy of balance. I will change this up a bit. Increase the damage of heavier weapons but also decrease the rate of fire on them. Smaller weapon will fire more often but do less damage. All these things take time, right now it works, it is mainly cosmetic changes since the DPS will not really change that much.

Next update will be new ship classes, ship behaviours and weapon rebalance. After that an expanded technology tree which will have many more incremental increases and more techs for ships and weapons in general.
 
Last edited:

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
Sounds great. Also it's not just a cosmetic change, slow rate of fire at same dps means much more of the damage gets delivered at once.

I noticed a row of battleships could often destroy several ship on their first shots, so that reduces enemy dps before they can respond, especially if the slow weapon had good range. Fairly minor advantage though, and faster weapons benefit from less damage getting spent on overkill shots.

Still, there can be quite the difference. It's one of the reasons missiles suck so much, because they are actually terribly slow weapons in that damage takes so long to get delivered that their targets might be dead by then, and that's before PD even enters the picture. It's why in vanilla missiles are outright horrible in most circumstances, while in this mod they are just kinda bad.

I intentionally picked missiles this game, figuring I'd take the extra challenge. I find them situationally useful, but overall still much worse than beams which I've switched to now that I researched them. They are a good deterrent against the AI though as it thinks they are much more powerful than they really are because of their high military score.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Sounds great. Also it's not just a cosmetic change, slow rate of fire at same dps means much more of the damage gets delivered at once.

I noticed a row of battleships could often destroy several ship on their first shots, so that reduces enemy dps before they can respond, especially if the slow weapon had good range. Fairly minor advantage though, and faster weapons benefit from less damage getting spent on overkill shots.

Still, there can be quite the difference. It's one of the reasons missiles suck so much, because they are actually terribly slow weapons in that damage takes so long to get delivered that their targets might be dead by then, and that's before PD even enters the picture. It's why in vanilla missiles are outright horrible in most circumstances, while in this mod they are just kinda bad.

I intentionally picked missiles this game, figuring I'd take the extra challenge. I find them situationally useful, but overall still much worse than beams which I've switched to now that I researched them. They are a good deterrent against the AI though as it thinks they are much more powerful than they really are because of their high military score.

Yes fire-rate and damage do have a small positive or negative effect. Large damage can mean lots of overkill, especially on smaller ships while higher rate of fire can mean less wasted shots, especially on smaller vessels. So they do have their uses... that is why I want heavier weapons to fire slower but pack a heavier punch, they will be even more useless against small ships. And since most small ships such as corvettes and in some instances cruisers will duck and weave in coming versions fire rate will be more important to those ships.

Missiles are actually best in moderation in this game. When used in moderation with torpedos and strike crafts backed up by some beam ships you are force to screen your ships, if you don't you will get toast. In the next version I will make sure the AI favour certain types of weapons on some platform over other to you will see a more diverse AI fleet, especially large and advanced ones. You will definitely never see all AI missile fleets anymore. I will also increase the range of missiles somewhat more, torpedoes will become slightly faster but keep its range.

In a test game I had a bunch of torpedo corvettes actually destroyed an unprotected battleship, despite it being armed with both PD and Flak guns. The just went into strike range, retreated and got back in and fired their torpedoes in droves. I think there were 10 corvettes versus one battleship. From a resource perspective that battleship did cost like twenty times those destroyers. But of course it was a clinical test, I was expecting that result, the battleship didn't kill a single corvette the entire battle.

Yes missiles have a high military score, I think the formula for creating the military score need to down value the high damage and accuracy and tracking of missiles, they can be intercepted so should count much less than their raw damage potential.

I suppose you noticed that planetary stations have PD now, not sure I actually put that into the overall information. How do you feel station defensive power is working, balance wise that is. I sometimes wish there was a way to teach the AI to build more military station in important systems to. They are pretty cheap to build and maintain overall.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Some slightly bigger ships...


upload_2016-11-24_19-18-42.png
upload_2016-11-24_20-58-15.png
upload_2016-11-24_21-5-47.png
upload_2016-11-24_19-14-8.png

Some of the cruisers have scout crafts, this is now a weaker form of fighter craft (and smaller number per wing) that some smaller craft can equip. There are different hangar bays for scout, fighter and bombers... this will make it easier to equip the ships for the AI.
 
Last edited:

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
By the way a minor balance suggestion: Nerf Pirates.

Their "Raider" class is the equivalent of a destroyer (1 medium, 1 small) and they get 4 of them at a very early point in the game. I'd prefer the pirate event just happen a decade or two later.

Also the primitives should be made exempt from the anarchy modifier. Granted, it doesn't make much difference but it's distracting.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
By the way a minor balance suggestion: Nerf Pirates.

Their "Raider" class is the equivalent of a destroyer (1 medium, 1 small) and they get 4 of them at a very early point in the game. I'd prefer the pirate event just happen a decade or two later.

Also the primitives should be made exempt from the anarchy modifier. Granted, it doesn't make much difference but it's distracting.

I will look at the pirate event... could most likely make it happen later.

I have fixed the Primitives so when you settle their worlds or uplift them or anything like that the Anarchy goes away. The Anarchy thing is tied to having no capital building so at some point I will look at perhaps execute this in a different way.
 

Jorgen_CAB

Field Marshal
57 Badges
May 2, 2002
5.142
2.995
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • 500k Club
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
Another crazy idea I had to balance out beam versus missile weapons were to introduce fire arcs. As of Heinlein you can give weapons a certain arc of fire it can engage other ships in. You can also specify a minimum range and allow a ship to turn and face an opponent.

These tools could be used to make beam weapons a bit less effective in mass fire on single targets. At least it would be interesting to see how it would work. If missiles could engage in any direction and have no minimum range that would give them some advantage over some other weapons.

I could not make the arc of fire too narrow on normal turreted weapons or ships might just not be able to use them, especially if orbiting an enemy. Was thinking of 330 degree for small weapons 220 for medium and 110 for large weapons. Weapons could also have a minimum restriction at about 1/3 its maximum range. So a large weapon that shoot for 75 range would have a fire arc of 110 degrees and a minimum range of 25.

These are just ideas that might not work out...
 

Velorian

Field Marshal
81 Badges
Oct 5, 2009
2.632
1.295
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Shadowrun Returns
  • Surviving Mars
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Tyranny: Gold Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Sign Up
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Rights of Man
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Sword of Islam
I will look at the pirate event... could most likely make it happen later.

I have fixed the Primitives so when you settle their worlds or uplift them or anything like that the Anarchy goes away. The Anarchy thing is tied to having no capital building so at some point I will look at perhaps execute this in a different way.
Just a decade or so might be enough. Anything before year 25-30 means I'd have to severely cut down on building mining stations to be able to afford a fleet that has a chance, which feels weird considering that they are supposedly building their fleet from your own civilian ships, so how could they surpass their host empire so early.

About anarchy the current event is:
Code:
planet_event = {
    id = ga_planet.6
    hide_window = yes
   
    trigger = {
        is_owned = yes
                count_pops = {
            count > 3
            limit = { is_colony_pop = yes}
        }
        NOT = { has_modifier = ga_anarchy_world }
        NOR = {
            # TODO have buildings apply a tag on build completed and remove tag on destroyed etc... then just check for the tag and not this crazy NOR
            has_building = building_colony_shelter
            has_building = ga_building_magistrate
            has_building = building_capital_1
            has_building = building_capital_2
            has_building = building_capital_3
        }
    }
   
    mean_time_to_happen = {
        days = 90
    }
   
    immediate = {
        remove_modifier = "ga_frontier_world"
        remove_modifier = "ga_colonial_world"
        remove_modifier = "ga_main_world"
        remove_modifier = "ga_core_world"
        remove_modifier = "ga_capital_world"
        remove_modifier = "ga_balkanized_world"
        remove_modifier = "ga_anarchy_world"
        add_modifier =    {
            modifier = "ga_anarchy_world"
            days = -1
        }  
    }
}

All you need to do is add
Code:
NOT = { is_country_type = primitive }
to the triggers.