[WIP] FRBs, Foraven's Stellaris rebalance mod

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Foraven

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I did notice something that's causing my ship preview graphics (the thumbnails in the ship designer and the previews on the empire creation screen) to be really large and out of whack.

Yeah, i did mess with thumbnails just before sending my previous version of the mod and realized afterward what i really did. Removed those changes in the latest update, so no more messed up thumbnails :).
 
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Foraven

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Btw, if anyone is interested, i'm looking for some help. I'm rather good at fiddling with the files and figure out new and novel ways to do things, but when it comes to adding content my skills are lacking. Images, texture, 3d modeling are all out of my expertise, and translation wise i can only do English and French (speak french that's why).

Ideas for future versions

-New ship roles; Glass Cannon (focus on firepower but sacrifice defense), Tank (Damage and Hitpoints), Sniper (Accuracy and Range).
-New ship parts: Hull modifiers, more auras, new weapons.

Well, plenty of things i could do, but on my own i may not get very far.
 

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New ship roles i'm currently working on with potential to be tied to ship classes (once i figure out how to do that).

-Tank: Add % of armor and shield, ship charge the enemy but stay at moderate range.
-Glass Cannon: Large damage and moderate range bonus, but a penalty to evasion. Ship will orbit enemies at moderate range. Will focus fire.
-Escort: Bonus rate of fire and range as well as health. Will stay close to formation, will try to fire at closest enemy and switch whenever a closer one appear.
-Reaper: High bonus rate of fire. Will stay close to formation but will prey on damaged targets, overkilling them if needed.
-Skirmisher: Range, accuracy, evasion, but less damage. Will wander around the battlefield shooting from max range and switching targets.
-Balanced: Default behavior with bonus to accuracy and evasion.
-Sniper: Accuracy and Range, but slower rate of fire. Stay at max range, orbit and don't care about formation. Will pick on damaged targets.
-Artillery: Range and damage. Stay in formation, shoot at max range and try to do damage on ships not targetted by other ships.
-Decoy: High evasion, bonus speed, less damage. Wander the battleshield trying to attract enemy fire. Will take pot shot at enemies, including civilians.
 

Foraven

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Adding new behaviors isn't hard, but i have to split them between the ship classes if i want to avoid crowding the ship computers. The only problem is that it will break ship designs (that will make the mod compatibility go down) and i will need to deal with localisation or else no descriptions will show up. I will also need icons unless i just reuse existing ones. Anyway, for now i'm just testing the behaviors out and making sure they are worthwhile.
 

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Seem there is no way to restrict ship modules to a shipclass besides tieing them to a required module set (like engines, ftls, sensors). Ship class restrictions don't work, at least it doesn't seem to matter when i set them, the game don't enforce them. I can create new requirement sets but that would break other mods for sure so for now i will just implement a few new generic combat roles and forget about making them for specific ship size (at least until it's possible to do without massive rewrite of game files).
 

Panpiper

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Seem there is no way to restrict ship modules to a shipclass besides tieing them to a required module set (like engines, ftls, sensors). Ship class restrictions don't work, at least it doesn't seem to matter when i set them, the game don't enforce them. I can create new requirement sets but that would break other mods for sure so for now i will just implement a few new generic combat roles and forget about making them for specific ship size (at least until it's possible to do without massive rewrite of game files).
Is it possible to tie them to a researched technology? Possibly by virtue of requiring a technology, they would not be broken by other mods? Or it is possible that I simply have no idea what you are talking about (or myself for that matter). ;-)
 

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Is it possible to tie them to a researched technology? Possibly by virtue of requiring a technology, they would not be broken by other mods? Or it is possible that I simply have no idea what you are talking about (or myself for that matter). ;-)

Lol :p. Nah, the problem i have isn't what technologies unlock them but how to tie them to specific ship size, like only available on corvette or cruiser. So far i could not make it work, so for now i will just add a few generic combat roles (ie computers) instead of the many i could have added. I just don't want to clutter the ship designs with new combat roles that may never be used.
 

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Anyone made an AAR while playing mod mod? I wish to know how well it plays out with my mod.

As for the next version i'm working on:

Version 1.6.0

-Spaceports : Tweaked the discount for ship time and cost, all add a 5% discount to all ship building besides their specialty.
-Added new combat computers with their own combat behaviors.
-Space monsters and crisis ships have their own combat behaviors.
-Added a fix to war demands so they have to occupy worlds to claim them (like pre-1.1).

possibly more...
 

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Not done yet, but here what next version going to look like:

Version 1.6.0

-Spaceports : Tweaked the discount for ship time and cost, all add a 5% discount to all ship building besides their specialty.
-All new spaceport sections add station hitpoints and increase station's rate of fire (fully upgraded spaceports are deadly).
-Spaceport and military stations combat behavior changed: more likely to switch targets and pick off damaged enemies.
-Added new combat computers with their own combat behavior.
-Larger version of each weapons now gets larger bonuses against shields or armor than the smaller versions. Reasons to use big guns.
-Space monsters and crisis ships have their own combat behaviors.
-Added a fix to war demands so they have to occupy worlds to claim them (like pre-1.1).

I think i found a way to improve the balance between small and big guns. Small guns are about DPS, they have good fire rate and will do more damage over time. Big guns on other hand are about Alpha damage and range, they hit hard and far away but the new twist is they are also better at beating shields and armor (they get bigger bonuses than their smaller counterparts). The new balance means high shields and armor will take less % of damage from smaller weapons, making big guns more efficient at killing the bigger ships and stations. Still tweaking the values but the new balance seem promizing.
 

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Is there any way you could expand the number of modules spaceports have? There is a mod out there that creates twelve space port stages and ultimately allows a total of twelve module spaces, but it overwrites a lot of FRB.

Hum, most likely i could, but not for the next version. Post me the link of the mod so i can try it and see how it's done. But 12 seem a bit extreme...
 

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Making big guns and stations more viable... Always up for that! In my own AAR I've manually jacked up health overall just to give stations more oomph (and buffed the stats of the Fallen Empire units/stations a lot more). This is one rockin' mod.
 

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Hum, most likely i could, but not for the next version. Post me the link of the mod so i can try it and see how it's done. But 12 seem a bit extreme...

Expanded Spaceport +5 is the mod I referred to. It is quite buggy, in that it seems he duped the technologies to unlock new spaceport sizes rather than overwriting them. After researching, one of the techs remains in the tech options, even though it is now unresearchable. Moreover it seems that one can build them without actually having the tech level though you can't actually build the new ship sizes without the tech level. It's not a well executed mod (I cannot do better or I would) but it is a proof of principle.

12 may well be a bit much, though the way the mod handled it, one had to do a new station upgrade with increasing costs and time for each new module. Even in a really long game in which I was building battleships and researching repeatable techs, I never built more than a nine module station, and I only had two of those. Two of the modules on those spaceports were station combat upgrades unrelated to ship building. If larger spaceports automatically gain combat upgrades, those two might well have been redundant.

Note too that I use the mod More Spaceport Modules with adds a LOT of utility to spaceport slots, which adds to my desire for more of them.

Unrelated, but I also use the mod Crystallis Ship Modules Expansion which I find really helps keep the later game ship design fresh and developing. It's probably not particularly balanced if married with your mod (or even on it's own maybe), but I play for sandbox more than for challenge.
 
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Foraven

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Making big guns and stations more viable... Always up for that! In my own AAR I've manually jacked up health overall just to give stations more oomph (and buffed the stats of the Fallen Empire units/stations a lot more). This is one rockin' mod.

Glad you like. I did increase stations health from vanilla but i'm reluctant to buff them more. I want small fleets to still be able to do damage, jacking station health too much means anything but doomstacks are viable and i want to avoid that. I shrunk how far from each others stations can be and improved their firepower and range, that should be enough. Anyway, my tweak to guns firepower should make building larger ships and stations more viable and nessessary.